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Unlocking the Secrets: A Guide to Mastering the Ancient Art of Teräs Käsi   [ Edited ]
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Everitt_Cage
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Mysterious warriors of a forgotten Age. The Teräs Käsi were the undisputed masters of melee combat, their skill and prowess rivaling even that of the Jedi Knights themselves. Using ancient meditative techniques, the Teräs Käsi were able to push their bodies to supernatural limits, and accomplish the seemingly impossible. Viewed as a serious threat to the Empire, the Order was officialy disbanded. But the ancient secrets of the Teräs Käsi still exist, for those willing to seek them out...

 
 
 
---------------------------------------------------------------------------------
 
Unlocking the Secrets 
A Guide to Role-Playing a
Teräs Käsi Artist
 
---------------------------------------------------------------------------------
 

"To master your enemy, you must first master yourself"

 

So, you've reached CL 90 and mastered your profession. "What do I do now?", you ask. If you think you have learned all there is to know about the art of combat, then you are sadly mistaken; you have only taken your first steps. If you want to become a true master of both your enemy and yourself, then you must study the secrets of the past. Only the ancient Order of the Teräs Käsi holds the key...


<<<An Ancient Order is Born>>>

Both a martial art and an Order, the Teräs Käsi were formed from the remnant civilians of an ancient war which devastated their home world of Palawa; a war which involved the awesome powers of the Jedi Knights. The few survivors of Palawa migrated to a nearby world called Bunduki, where they decided to master mind over body so that they could keep the Jedi use of power in check. The Teräs Käsi are thought to be sensitive to changes in the Force, but they are not generally Force users as Jedi are. Teräs Käsi draw internal, personal power, while Jedi draw from everything around them.

Teräs Käsi utilizes extremely quick, devastating strikes to end the fight quickly. It also focuses on using hand weapons, such as vibroknuckles. Many of the moves are so fast that the artist almost appears to blur, but at the same time, they are so precise that they almost never miss. Though Teräs Käsi is but one of many martial arts practiced in the galaxy, it is one of the few which appears to integrate well with the Force. Mastery of Teräs Käsi is seen as uncommon in galactic terms, but not rare in the Pacanth Reach of the Outer Rim Territories where Teräs Käsi originated. Sith, Jedi and neutral Force-users seem to be attracted to Teräs Käsi: The martial art itself is neither good nor evil. Along with Echani(the martial art of the Emperors Royal Guards) and Jedi combat training, Teräs Käsi is regarded as one of the most powerful martial arts in the known universe.

<Known Teräs Käsi Attacks>

  • Steel Hands
  • Screaming Squill
  • Aryx Slash
  • Leaping Veermok
  • Riding Bantha
  • Gorax Smash
  • Sleeping Krayt
  • Gundark Slap
  • Rancor Rising
  • Shenbit Bonecrusher
  • Gronda Stomp
  • Dancing Dragonsnake
  • Charging Wampa
  • Forraderi Death Weave
  • Nexu Grin
  • Spitting Rawl
 

 
<<<Creating a Teräs Käsi Artist>>>
 

Even though the Teräs Käsi profession no longer officialy exists within the game, this does not mean that it cannot still be played. Below are examples of how to create a Teräs Käsi style template using the Smuggler, Medic, and Spy expertise systems:

<Teräs Käsi Classes>

 
 

Keep in mind that it is not my claim that the above templates are the absolute best use of expertise points(after all, thats all based on opinion anyway). They are simply meant to give you an idea of how to create a TK style template using these different professions. I encourage anyone who is interested in RPing a TK to do lots of experimenting until you feel you have the template that is right for you. That said, be sure to keep in mind that TK were melee fighters, not ranged.

<Weapon>

One of the best "unarmed" weapons out there is the Malevolent Razonknuckler:
  • Damage type: Kenetic(which is better than a lightsaber)
  • Speed: 1(same as lightsaber)
  • Damage: 700-1400(better than many lightsabers)
  • DPS: 1050
  • Range: 5m(same as lightsaber)

Again though, use whichever weapon you prefer; this is just one suggestion.

<Armor>

Since the Teräs Käsi had no official dress code, any type of armor is suitable. For my TK I'm using a set of bone armor just for a rugged appearance:

"A master of the ancient art of Teräs Käsi, Arohi has dedicated his life to the pursuit of knowledge. Through meditation and training, he one days hopes to achieve true enlightenment"

<Stats>

The four main Stats most important to a Teräs Käsi artist are:

  • Strength: increases melee damage 
  • Agility: decreases damage taken
  • Constitution: increases mainly health, minor action
  • Stamina: increase mainly action, minor health

However, which stat or stats you choose to enhance would depend on whether you wanted to be an offensive(strength) or defensive(agility) fighter, and then whether you think you need more health or action depending on how you play.


 
<<<Honing Your Skills>>>
 
The art of Teräs Käsi is equaly physical and mental. Therefore, in honing their skills a Teräs Käsi must focus on both their combat prowess as well as their meditative techniques...
 
<The Teräs Käsi Pilgrimage>
 
The Teräs Käsi  Pilgrimage is a quest series that must be embarked upon to prove yourself a Teräs Käsi, and it includes three types of "missions":

Combat Tests, which involve defeating creatures or persons in melee combat.

Meditation Exercises, which involve traveling to a location to practice Teräs Käsi meditation.

Endurance Training, which means you must travel on foot rather than using a vehicle to the locations of the Combat Tests and Meditation Exercises(with the exception of Mustafar).

---------------------------------------------------------------------

Combat Test I: Travel to the Krayt Draon Graveyard of Tatooine and defeat a Krayt Dragon Ancient.
 
Meditation Exercise I: Travel to the Oasis(-5533, -3835) to practice your Teräs Käsi meditation.
 
Combat Test II: Travel to the Nightspider Cult Cave of Dathomir and defeat the Kiin'Dray.
 
Meditation Exercise II: Travel to the location know as Misty Falls to practice your Teräs Käsi meditation.
 
Combat Test III: Travel to the moon of Endor and defeat a Gorax giant.
 
Meditation Exercise III: Travel to the southernmost Ewok Lake Village to practice your Teräs Käsi meditation.
 
Once you have completed the Teräs Käsi Pilgrimage, you have proven yourself a Teräs Käsi Artist.


<<<The New Teräs Käsi Order>>>

After being brought to the brink of extinction, the Teräs Käsi have begun to rise again. As a Teräs Käsi artist, it is your responsibility to ensure the new Teräs Käsi Order is strong enough that it can never be challenged again. To do this, you must train a student in the Teräs Käsi arts...

Taking an Apprentice:  A CL 90 Teräs Käsi should select someone of a lesser CL to be their apprentice. Even though the apprentice may be a low CL, they should still have proven themselves an able warrior, and deserving of Teräs Käsi training. The master may assign their apprentice tests to determine if they are worthy of training.

The Master: The master's role is to help their apprentice advance. This advancement comes in several ways:

  • Helping them hone their physical and mental abilities(by increasing CL)
  • Giving advice on creating their Teräs Käsi  template as they gain expertise points
  • Helping them acquire superior weapons and armor as they become certified

The Apprentice: The aprentice's role is two-fold:

  • Always be respectful of their master
  • Meet any advancement goals their master sets

Purpose: The purpose of Apprenticeship is for the mutual enjoyment and benefit of both the master and the apprentice. The apprentice benefits from the system by having a more experienced player helping them as they need it. The master benefits from the system in that by training students in the Teräs Käsi arts, they are able to advance within the Teräs Käsi Order.

Completion: An Apprentice's training is complete once they have reached CL 90 and completed the Teräs Käsi Pilgrimage.


<<<Teräs Käsi Ranking System>>>

Completing the Teräs Käsi Pilgrimage does not signal the end of a Teräs Käsi's advancement. As they train students in the Teräs Käsi arts, they continue to advance within the Teräs Käsi Order.

  • Teräs Käsi Artist - A CL 90 Teräs Käsi who has completed the (Teräs Käsi Pilgrimage)
  • Teräs Käsi Expert - A CL 90 Teräs Käsi who has trained (1) Apprentices
  • Teräs Käsi Warrior - A CL 90 Teräs Käsi who trained (3) Apprentices
  • Teräs Käsi Monk - A CL 90 Teräs Käsi who trained (5) Apprentices
  • Teräs Käsi Master - A CL 90 Teräs Käsi who has completed the (Master Pilgrimage)


<<<The Master Pilgrimage>>>
 
Once a Teräs Käsi has trained 5 apprentices and achieved the rank of Monk, he is eligable to become a Teräs Käsi Master. To do so, he must complete the Master Pilgrimage. Just as with the Teräs Käsi  Pilgrimage, the Master Pilgrimage includes the same three types of "missions":

Combat Tests, which involve defeating creatures or persons in melee combat.

Meditation Exercises, which involve traveling to a location to practice Teräs Käsi meditation.

Endurance Training, which means you must travel on foot rather than using a vehicle to the locations of the Combat Tests and Meditation Exercises(with the exception of Mustafar).

---------------------------------------------------------------------

Master Combat Test I: Travel to the Geonosian Caverns of Yavin IV and defeat the Acklay
 
Master Meditation Exercise I: Travel to the ancient Blue Leaf Temple to practice your Teräs Käsi meditation.
 
Master Combat Test II: Travel to the planet of Dantooine and defeat a Dark Jedi Knight and a Dark Jedi Master.
 
Master Meditation Exercise II: Travel to the Kunga Stronghold to practice your Teräs Käsi meditation.
 
Master Combat Test III: Travel to the Cave of Sher Kar on Mustafar and defeat Sher Kar.
 
Meditation Exercise III: Travel to the location (428, -415) to practice your Teräs Käsi meditation.
 
Once you have completed the Master Pilgrimage, you have proven yourself a Teräs Käsi Master. However, just because Master is the highest official rank within the Teräs Käsi Order does not mean there is nothing left to do. The more apprentices that are trained in the Teräs Käsi arts, the stronger the Order becomes. And for those who are interested, you could even form your own guild following the Teräs Käsi RP System, as the next section shows.


<<<Guilds>>>

Below is a description of how to incorporate the Teräs Käsi RP System into guild form for any that are interested:

<Guild Ranks>
  • Teräs Käsi Novice
  • Teräs Käsi Student
  • Teräs Käsi Artist
  • Teräs Käsi Expert
  • Teräs Käsi Warrior
  • Teräs Käsi Monk
  • Teräs Käsi Master
  • Teräs Käsi Elder

<How the Guild works>

To join the guild you will need to submit an application to one of the Teräs Käsi Elders. If the application is approved, then you will be invited to join the guild, and upon joining you will be granted the rank of Teräs Käsi Novice.

After 1 week of membership in the guild, you will be eligable to become a Teräs Käsi Student. To do so, you must approach the Council and announce your desire to become a Student. The Council will then assign you several trials you must complete. After doing so, you are granted the rank of Teräs Käsi Student. You will then be assigned to a Master, who will mentor you until you have reached CL 90. If you are already CL 90, you will still accompany the Master until you are eligable to become a Teräs Käsi Artist.

1 week after becomming a Student, you will be eligable to become a Teräs Käsi Artist if you are CL 90(If not you must first reach CL 90). To do so, you must approach the Council and announce your desire to become an Artist. The Council will then assign you several trials you must complete. After doing so, you are granted the rank of Teräs Käsi Artist. The next 3 ranks are achieved by training apprentices of your own:

  • Teräs Käsi Expert - A CL 90 Teräs Käsi who has trained (1) Apprentices
  • Teräs Käsi Warrior - A CL 90 Teräs Käsi who trained (3) Apprentices
  • Teräs Käsi Monk - A CL 90 Teräs Käsi who trained (5) Apprentices

1 week after achieving the rank of Monk, you will be eligable to become a Teräs Käsi Master. To do so, you must approach the Council and announce your desire to become a Master. The Council will then assign you several trials you must complete. After doing so, you are granted the rank of Teräs Käsi Master.

After becomming a Master, you will be eligable to become a Teräs Käsi Elder(member of the Council) if that is your desire. To do so, you must approach the Council and announce your desire to become an Elder. However, whether or not you become a member of the council will be based on a guild-wide election.

<How the Council will work>

  • The council will be made up of 12 members.
  • 6 members will be permanant, and 6 members will be elected every month.
  • To be eligable to become an elected member of the council you must be a Teräs Käsi Master.
  • Elected terms on the council will last 1 month, and then a new election will be held.
  • A person cannot serve two consecutive terms on the council unless there are no other runners in the election to replace them.
  • A list of all eligable Masters(who want to join the council) will be mailed to everyone in the guild, and everyone will be expected to mail their vote to one of the designated permanant council members.
  • The Masters with the top 6 highest number of votes will win the election.

<Regarding the Permanant Members>

On the Council there will be 6 permanant Elders. They do not have set terms, and their spots do not become availible again every month like the 6 temporary spots do. The reason for the permanant members is to impartialy govern the process of selecting the 6 temporary members, by overseeing the election and making sure the votes are tallied correctly.

However, these permanant members can be voted out of their position by a majority vote from the other permanant members, and replaced by one of the 6 temporary members(which one will also be determined by a majority vote from the 5 remaining permanant members).


<<<Finding a Master or Apprentice>>>

To find a Teräs Käsi Master or Apprentice of your own, try the following methods:

1) Your Server Forums: One good way to find another player interested in the Teräs Käsi RP System is by posting a thread on your server's forums. Make sure your thread includes a link to this thread(so people will know what your talking about), and specifies whether your looking for a Master or an Apprentice.

2) Your Guild: Another good way to find a Master or Apprentice is by asking members of your guild. If you are a lower CL seeking a Master, ask a CL 90 if they would be interested. If you are a CL 90 looking for an apprentice, ask a lower CL if they would be interested. Make sure to direct them to this post so they know what is involved.

3) The Teräs Käsi Forums: There is a board on the Teräs Käsi Forums(link below) just for finding other players interested in the Teräs Käsi RP System.


<<<Teräs Käsi Forums>>>

Since the old Teräs Käsi forums were closed with the introduction of the NGE, I have created a new Teräs Käsi forum for those that want to discuss anything Teräs Käsi related; from templates to lore:

http://teraskasiorder.proboards83.com/

You will have to register/login to view the forum, but registration is quick, easy, and free


 
Good luck to any who decide to give the Teräs Käsi RP System a try
 

 
<<<Other RP Guides>>>
 
<Master and Apprentice: A Guide to Jedi/Sith Apprenticeships>
 
<The Way of the Warrior: A Guide to becomming a Mandalorian Soldier>
 

Message Edited by Everitt_Cage on 02-05-2007 09:06 AM

08-31-2006 10:24 PM  

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Re: You've mastered your profession...but can you master *YOURSELF*?
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Torqued
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Torqued

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 I thought about trying to recreate a TKM template with my jedi. No saber, just melee. How does it fair in PvP?

Relanor
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08-31-2006 11:02 PM  

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Re: You've mastered your profession...but can you master *YOURSELF*?
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Very nice once again! This and the mando RP thread got submitted to the "to see threads" in the GS

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08-31-2006 11:07 PM  

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Re: You've mastered your profession...but can you master *YOURSELF*?
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Torqued wrote:
 I thought about trying to recreate a TKM template with my jedi. No saber, just melee. How does it fair in PvP?


You'll loose a vital defenses most Jedi are used to (Sabre Block) as well as your "ranged" attack (force throw). Thinking about that force lightning wouldn't be in role as well (save for Arden Lynn, but her electricity shock comes from that cyborg arm she has), you would pretty much need to go to a total different kind of combat which would be pure melee. I think for a TKA it would be in role to have some heavy handgun ready to make up for ranged if the TKA left the path of the ancient, honorful warrior towards assassin (reference Zan and Zu Pike, also referred to as "the Pike-Sisters"/SOTE or "Pikkel Sisters"/SOTE2 (not a great incognito, but complain at Dark Horse over that).

I'd prefer a real return of Teras Käsi, but until then this look as good as possible. I doubt it's as competetive as the standard Jedi template in PvP, but in PvE you should not encounter problems. A good PvP'er should come along with this template as well as you can concentrate on the 10k heal. I know there are PvP'ers out there that sucessfully play "style>stats".

08-31-2006 11:16 PM  

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Re: You've mastered your profession...but can you master *YOURSELF*?
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Torqued
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TamtelSkreej wrote:


Torqued wrote:
 I thought about trying to recreate a TKM template with my jedi. No saber, just melee. How does it fair in PvP?


You'll loose a vital defenses most Jedi are used to (Sabre Block) as well as your "ranged" attack (force throw). Thinking about that force lightning wouldn't be in role as well (save for Arden Lynn, but her electricity shock comes from that cyborg arm she has), you would pretty much need to go to a total different kind of combat which would be pure melee. I think for a TKA it would be in role to have some heavy handgun ready to make up for ranged if the TKA left the path of the ancient, honorful warrior towards assassin (reference Zan and Zu Pike, also referred to as "the Pike-Sisters"/SOTE or "Pikkel Sisters"/SOTE2 (not a great incognito, but complain at Dark Horse over that).

I'd prefer a real return of Teras Käsi, but until then this look as good as possible. I doubt it's as competetive as the standard Jedi template in PvP, but in PvE you should not encounter problems. A good PvP'er should come along with this template as well as you can concentrate on the 10k heal. I know there are PvP'ers out there that sucessfully play "style>stats".



Yea, being pure melee and having no snare (choke/lightning/throw) would hinder you in PvP also.

PvE wouldnt be bad.

I agree though. I would love to see a pre-CU style TKM come back. I miss that proff. I'd give up my jedi if I could go back to the real TKM.

Relanor
Elder Jedi
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Manx
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08-31-2006 11:20 PM  

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Re: You've mastered your profession...but can you master *YOURSELF*?
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I can master myself if you know what I mean. 

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08-31-2006 11:49 PM  

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Nice one, Everitt.

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09-01-2006 03:07 AM  

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I was coming up with a similar idea... a Force Ascetic Brawler... bah, you beat me to it!

Go Corbantis!

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09-01-2006 04:01 AM  

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Everitt_Cage
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TamtelSkreej wrote:


Torqued wrote:
 I thought about trying to recreate a TKM template with my jedi. No saber, just melee. How does it fair in PvP?


You'll loose a vital defenses most Jedi are used to (Sabre Block) as well as your "ranged" attack (force throw). Thinking about that force lightning wouldn't be in role as well (save for Arden Lynn, but her electricity shock comes from that cyborg arm she has), you would pretty much need to go to a total different kind of combat which would be pure melee. I think for a TKA it would be in role to have some heavy handgun ready to make up for ranged if the TKA left the path of the ancient, honorful warrior towards assassin (reference Zan and Zu Pike, also referred to as "the Pike-Sisters"/SOTE or "Pikkel Sisters"/SOTE2 (not a great incognito, but complain at Dark Horse over that).

I'd prefer a real return of Teras Käsi, but until then this look as good as possible. I doubt it's as competetive as the standard Jedi template in PvP, but in PvE you should not encounter problems. A good PvP'er should come along with this template as well as you can concentrate on the 10k heal. I know there are PvP'ers out there that sucessfully play "style>stats".




In chapter 3 smuggler is scheduled to be getting a melee line in their expertise system, as well as *some* kind of "innate armor". Assuming these things happen, and depending on how effective they are, I will update the guide with how to create a Teräs Käsi using a smuggler

09-01-2006 04:29 AM  

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Everitt_Cage wrote:


TamtelSkreej wrote:


Torqued wrote:
 I thought about trying to recreate a TKM template with my jedi. No saber, just melee. How does it fair in PvP?


You'll loose a vital defenses most Jedi are used to (Sabre Block) as well as your "ranged" attack (force throw). Thinking about that force lightning wouldn't be in role as well (save for Arden Lynn, but her electricity shock comes from that cyborg arm she has), you would pretty much need to go to a total different kind of combat which would be pure melee. I think for a TKA it would be in role to have some heavy handgun ready to make up for ranged if the TKA left the path of the ancient, honorful warrior towards assassin (reference Zan and Zu Pike, also referred to as "the Pike-Sisters"/SOTE or "Pikkel Sisters"/SOTE2 (not a great incognito, but complain at Dark Horse over that).

I'd prefer a real return of Teras Käsi, but until then this look as good as possible. I doubt it's as competetive as the standard Jedi template in PvP, but in PvE you should not encounter problems. A good PvP'er should come along with this template as well as you can concentrate on the 10k heal. I know there are PvP'ers out there that sucessfully play "style>stats".




In chapter 3 smuggler is scheduled to be getting a melee line in their expertise system, as well as *some* kind of "innate armor". Assuming these things happen, and depending on how effective they are, I will update the guide with how to create a Teräs Käsi using a smuggler


BH has 2 melee attck lines standard and some specials that can be obtained with the expertise. I play my BH as melee.

Especially when referring to Zan and Zu Pike, maybe you want to work out a BH-TKA as well ??

09-01-2006 04:35 AM  

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Everitt_Cage
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TamtelSkreej wrote:


Everitt_Cage wrote:


TamtelSkreej wrote:


Torqued wrote:
 I thought about trying to recreate a TKM template with my jedi. No saber, just melee. How does it fair in PvP?


You'll loose a vital defenses most Jedi are used to (Sabre Block) as well as your "ranged" attack (force throw). Thinking about that force lightning wouldn't be in role as well (save for Arden Lynn, but her electricity shock comes from that cyborg arm she has), you would pretty much need to go to a total different kind of combat which would be pure melee. I think for a TKA it would be in role to have some heavy handgun ready to make up for ranged if the TKA left the path of the ancient, honorful warrior towards assassin (reference Zan and Zu Pike, also referred to as "the Pike-Sisters"/SOTE or "Pikkel Sisters"/SOTE2 (not a great incognito, but complain at Dark Horse over that).

I'd prefer a real return of Teras Käsi, but until then this look as good as possible. I doubt it's as competetive as the standard Jedi template in PvP, but in PvE you should not encounter problems. A good PvP'er should come along with this template as well as you can concentrate on the 10k heal. I know there are PvP'ers out there that sucessfully play "style>stats".




In chapter 3 smuggler is scheduled to be getting a melee line in their expertise system, as well as *some* kind of "innate armor". Assuming these things happen, and depending on how effective they are, I will update the guide with how to create a Teräs Käsi using a smuggler


BH has 2 melee attck lines standard and some specials that can be obtained with the expertise. I play my BH as melee.

Especially when referring to Zan and Zu Pike, maybe you want to work out a BH-TKA as well ??



I'll get to work on it when I get back home

09-01-2006 04:42 AM  

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Everitt_Cage
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Updated the original post with a couple possible TK templates using the BH profession. I'll finish up the rest of the guide this evening

09-01-2006 03:49 PM  

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Re: You've mastered your profession...but can you master *YOURSELF*?   [ Edited ]
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imppilot421
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Reply 13 of 63

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I would also recommend the Malevolent Razorknuckler as a weapon. It drops off Sher Kar, 700-1400 damage, 1050 dps, 1.0 speed and Kinetic damage. It is just slightly better than the forward command knuckler and a bit easier to get.

EDIT: Figured I would also add it looks a lot cooler than the forward command knuckler too.

Message Edited by imppilot421 on 09-01-2006 06:00 PM

09-01-2006 05:56 PM  

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Re: You've mastered your profession...but can you master *YOURSELF*?
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entrailsgalore2
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Reply 14 of 63

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add the syllabal "bate" to it and the answer is yes.

Dassh=Starsider
Mish-ra Karn=Intrepid

Proud owner of a YT-2400, courtesy of RS
Not selling my Black Sun Ace helmet or my ROTJ Helmet

SWG Clicky Maker
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R.I.P. Obuu - Domon/Acepi/Kioji.There will be no RollBacks, take a look! now shut up.
09-01-2006 10:55 PM  

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Re: You've mastered your profession...but can you master *YOURSELF*?
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entrailsgalore2
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Reply 15 of 63

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no one likes jokes eh?

Dassh=Starsider
Mish-ra Karn=Intrepid

Proud owner of a YT-2400, courtesy of RS
Not selling my Black Sun Ace helmet or my ROTJ Helmet

SWG Clicky Maker
mysigwascensored.
R.I.P. Obuu - Domon/Acepi/Kioji.There will be no RollBacks, take a look! now shut up.
09-02-2006 01:46 PM  

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