Best Profession to backup Teras Kasi

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Best Profession to backup Teras Kasi

Postby Smackdown » Mon Nov 03, 2003 5:52 am

I am undecided weather pistoleer, or master rifleman would be the best profession to balance the short range melee focus of the TKA. Any suggestions please?
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Postby -THX- » Mon Nov 03, 2003 9:40 pm

Balance it? Don't know what you mean. If you looking for a TKA stopper for PvP combat, I would recommend Rifle. You can't risk getting anywhere near us in combat, so you'd want a profession that would be very beneficial at long ranges. Rifleman.


If you hunt with TKA and want to balance out the group, Pistoleer should work great. You're close enough to have a clear view of the action, and also close enough to come in and Pistol Whi the target should the TKA need help.

That's my $.02.
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Postby Taigei » Wed Nov 05, 2003 8:50 am

Pistol works for me as a closing and distancing weapon, and you get the additional KDs from pistol melee defense. THey are on seperate timers than the TK KDs, so if the pistol melee def doesn't knock em down, you can immediately try the TK KDs.
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Postby TsungTzu Jinn » Thu Nov 06, 2003 12:49 am

Any insight into combining TKA with Carbineer?
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Postby Taigei » Thu Nov 06, 2003 4:51 am

TK/Carbine was my favorite combo in Beta, but that was when carbines had a clear advantage over pistol and rifle. I think any ranged skills are a boon to a TK, and as skills become balanced, here's some things to keep in mind:

Pistol focuses on Health dmg.
Carbine focuses on Action dmg.
Rifle focuses on Mind dmg.

If you will most often use your marksman skills to close for tk or to kite, you probably don't want Rifle, so let's talk Pistol vs. Carbine.

Pistol skills are geared toward single opponent combat, while Carbine skills include attack on multiple opponents. By multiple opponents I mean opponents who are actively attacking you. Both have two KD attacks, but Pistol has them I and III while Carbine has them at II and IV in their respective skill trees.

Where there are multiple Pistol skills of the same type (like Health Shot I and Health Shot II), they do increasingly more damage. But with Carbine, the first skill in the series (such as Charge Shot I) will affect 1 opponent, while the next in the series can affect multiple opponents.

Further more, Pistols generally do more DPS than Carbines.
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Postby SUndell Darklight » Thu Feb 19, 2004 11:09 pm

My chosen path is TK/MCH with a touch of ranger thrown in.

I can have 2 descent pets out with me or one hardcore tank.
(currently growing a cl67 BE'd Gurrek "Tigger") fast pets used to pull the MOB into striking range, and a second pet to help smack the MOB around.

My "Tigger" has been filling both roles as puller and tank with me on hunts, average hunt is endor or dath looking for screechers and bull rancor babies with an occasional look for an arcane widow.

With the combination of teh 2 professions i have a partner (or 2) to help, i can also just stay out in the wilds and enjoy the scenary while i harvest resources for market.
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Postby Eugee » Thu Apr 15, 2004 4:37 pm

If you're just looking to compliment TKA, then Rifleman excels. You walk away from mastering these with Melee Defense +102, Range Defense +102, Unarmed Toughness +57, Melee Mitigation 3, Range Mitigation 3. Resists aren't massive, but there's enough room for Pistoleer (0040), really boosting your resists.

Pairing any master melee with any master range affords you the melee/range mitigation 3 combo, which is very nice. TKA or Fencer paired with Rifleman is just a great combo for making a powerful tank (and nasty PvP template).
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Postby MAl » Mon Aug 09, 2004 2:34 am

Try Master Fencer and Pistoleer 0/0/4/3 with TKM. You will have a good choice of types of damage including stun, melee and ranged.
Your melee defence will be way over cap (gotta take the good with the bad) but you'll wind up with a +50 at the least to all states except intimidate. +119 kd +109 PC. i forget what the dodge is at this point maybe it was +119 and the kd def. is +120 Anyhow ya get the picture.
With the 80% comp armor (which was our nerf) that had a stun hole this combo worked. Stun armor and a PSG will take care of that hole now, and with a good slice on it will bring the base to 80, not good for us.
Keep in mind that if the game works right you will only have the dodge while equiping a 1handed weapon or your pistol but that comboed with your center of being will let you bring down a mob of 4 or5 mokks with your stun baton. (and hope ya loot a dot knife). hehe
The only other skill i had with this combo was novice med. Thats a must youll need to use those B-stims cause you wont be good for anything else but fighting. That templet will take all your pts.
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Postby ironsolid » Mon Oct 31, 2005 4:04 pm

lol u are only thinking of ranged profs think out side the box im a newb but i've studied the cu triangel and think a sowrdsman and cm are a good combo 8)
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Postby Taigei » Mon Oct 31, 2005 9:12 pm

ironsolid wrote:lol u are only thinking of ranged profs think out side the box im a newb but i've studied the cu triangel and think a sowrdsman and cm are a good combo 8)


Hi, Ironsolid!

While you're correct, the posts you're replying to are over a year old -- pre-CU stuff that doesn't apply anymore.
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