Index
1. Who is the Teräs Käsi Artist
Correspondent?
2. What race should I choose?
3.
What are the differences between the attribute points? Does
having more Strength mean I do more damage?
4.
How should I distribute my attribute points?
5.
I just got Novice Brawler, what is the best way to get to Novice
TKA?
6.
Where are the Teräs Käsi Trainers?
7.
Ok, I've made TKA Novice, now what should I hunt?
8.
I'd like to solo, but I'm not a Creature Handler. What should I
do?
9.
How does Armor work? Does wearing armor increase the HAM costs
of special moves?
10.
Should I wear armor as a TKA?
11.
What are the special moves for a TKA?
12.
How does Power Boost work?
13.
How does Force of Will work?
14.
How does meditate work?
14.1
When I try to meditate I get the message "You cannot meditate
while running."
15.
My Vibro-knucklers have X-Y dmg and Z speed. How do they
compare?
16.
How does speed work? Should I choose a VK for speed, or for
damage?
17.
When do we get damage multipliers?
18.
What is the most damage you have done as a TKM?
19.
Are there any other weapons available besides the
Vibro-knucklers or just using my fists?
20.
Do TKAs have a bleed shot?
21.
What are some popular templates with Teräs Käsi Master?
22.
Is there some way to turn off the red ribbons that appear when
doing my specials?
23.
What is the list of current bugs with TKA?
24.
How do I pronounce Teräs Käsi?
25.
What's this I hear about Teräs Käsi being Jedi Hunters?
26.
What consumables (food & spice) can I take to help out?
1. Who
is the Teräs Käsi Artist Correspondent?
Mister_Heavy
2.
What race should I choose?
This is one of the most frequently asked questions on the
forums. The answer really comes down to personal choice
(especially if you are a role-player). All of the races have
positive and negative aspects, and you will find on these
forums that there are TK Masters in every possible race. If
you want to play as a Twi'lek, don't let the starting racial
bonuses force you into playing a Trandoshan. Also keep in
mind that if you plan on joining the Imperial side of the
Galactic Civil War, that all non-human races suffer faction
point penalties. Here are some details on the races (note
that I only list bonuses that apply to TKA directly):
Trandoshan
+10 Unarmed Accuracy
+5 Unarmed Speed
+15 Unarmed Damage
+10 Melee Defense
+1 Regeneration
This is one of the most popular races for a Teräs Käsi
Artist because of the easy to understand unarmed bonuses and
the natural regeneration. Trandoshans cannot wear gloves or
boots.
Wookiee
+10 Warcry
+1 Wookiee Roar
To make up for the fact that they cannot wear any armor,
Wookiees have large bonuses in each of the possible
attributes. However with some armor suits reaching >80%
resistances, the inability to wear armor reduces a Wookiee's
ability to be a tank (which is the how the Devs view the
role of the TKA). The bonus to Warcry means that the delay
has a greater chance or sticking/working on the target.
Wookiee roar is a move unique to Wooks. It is a cone version
of the Intimidate special move that also boosts Mind by 20
points. Wookiees can use this move every 5 minutes. For more
on these moves see the special moves section below.
Human
As with most RPGs the human is the average joe of the group.
No special bonuses, but the ability to be anything. If you
plan on following the holocron trail, a human would be a
good choice since it is the most balanced. Also humans are
the only race that don't suffer faction penalties as a
member of the Empire. Currently you can migrate all of a
human's stats so that they have a max of 1100 on
Mind/Focus/Willpower (although not at the same time). This
can be a big advantage (however there is talk of a change
for this in the works).
Zabrak
+10 Defense vs Dizzy (keeps you from falling again when you
try to stand after being knocked down)
+10 Defense vs Stun (when you are stunned you do less
damage)
+10 Defense vs Intimidate (when you are intimidated you do
less damage)
+1 Equilibrium
+1 Vitalize
Lots of good stuff here. Equilibrium and Vitalize are both
special moves that can be used once per hour. Equilibrium
averages out damage to all your HAM bars (so if you have 300
damage to health, it adjusts it so you instead have 100
damage to each of the 3 stats). Vitalize is a power boost
that gives you +50 to Health Action and Mind for a short
period.
Rodian
+15 Defense vs Blind (when you are blind your accuracy is
reduced)
Mon Calamari, Bothan, and Twi'lek
No special bonuses for TKA here, but they each have
bonuses that my apply to whatever other profession you will
be taking. Each race also has attribute bonuses that can
help if used correctly. Bothans and Twi'lek have higher
action pools, Mon Calamari have high mind pools. Check the
FAQs for the companion professions you are considering to
help you decide.
3. What are the differences between the attribute points? Does
having more Strength mean I do more damage?
Attribute points are one of the most commonly
misunderstood parts of the game. There are 9 attribute
points: 3 primary vitality related stats, 3 move-cost
related stats, and 3 regeneration related stats.
Health, Action and Mind (frequently
abbreviated HAM)
These are the primary stats used to reflect your overall
health. When one of these attributes is reduced to zero, you
will become incapacitated. Whenever you perform a special
move, each of these attributes is reduced based on a formula
(see special moves discussion below). Therefore it is very
important to keep these stats in a useable range.
Strength, Quickness and Focus
These are the move-cost stats. Contrary to any RPG training
you may have had in other games, Strength does not affect
the amount of damage you do. This is the #1 misconception by
people playing Wookiee characters. These stats affect the
HAM costs of your special moves. The general consensus is
that for each 100 points available in one of these stats (in
other words not used by armor or wounds) that the base HAM
cost of a weapon is reduced by 1-2 points. This number is
just based on perception (doing a stat migration and
checking average damage) and is more likely to be a dynamic
value. If anyone wants to point to some real data, I'd be
happy to include it. Since wearing armor reduces these
attributes (based on the encumbrance costs), most TKA
quickly discover that wearing armor increases the costs of
special moves (see the explanation of armor below).
Constitution, Stamina and Willpower
These are the regeneration stats. Having higher numbers here
means that you will regenerate the primary Health, Action
and Mind stats faster. Since wearing armor reduces these
attributes (based on the encumbrance costs), you will notice
that you do not regenerate as quickly while wearing armor
(see the explanation of armor below).
4. How
should I distribute my attribute points?
This is another common question. This really depends on
your play style as well as what other profession you have
besides TKA (specifically if you will have any medic). When
using a base set of Vibro-knucklers, you will find that your
HAM costs are roughly 1 health / 1.6 action / 1 mind. So if
you didn't take healing into account, you would want more
action than either mind or health.
If you plan on having any medic (definitely recommended)
you must take healing into account. First of all you should
know that you cannot heal the Mind attribute (aside from
using the Zabrak equalize). The only way to increase Mind is
to regenerate it. Additionally you can heal Health and
Action using stimpacks, but doing so drains your Mind
attribute.
Additionally you should take the powerboost special move
into account. Powerboost is a meditate move you get at level
2 Mediate (Advanced Meditative Techniques). Basically it
will allow you to boost your Health and Action by 50% of
your Mind. For example if you had 1000/1000/1000 and you did
powerboost, you eventually ramp-up to 1500/1500/1500.
Considering healing and powerboost, most TKMs migrate
their stats over to the Mind column (Mind, Focus &
Willpower). The exact amount of the migration would depend
on your play style, so experiment with it. Migration is at
the rate of 1 per 10 minutes (or 144 per day).
5. I just got Novice Brawler, what is the best way to get to
Novice TKA?
The unarmed skill tree in Novice Brawler is known for
being one of the worst grinds in the game. However there are
some tricks to help you get through it.
First of all, go purchase the fastest Vibro-knuckler you
can find. Next get it sliced for speed. If it slices for
damage, hold on to it, but go purchase another one. Ideally
you want to get a VK with a speed of around 1.6. Now I hear
you saying, "but I won't be certified for the VK until I
reach Novice TKA." True, but by using the VK, you will
notice that the speed of your attacks doubles or triples.
You won't hit for as much damage, but you'll hit a whole lot
more.
Method 1
Do it the normal way. Go to the newbie mob spawns and kill
everything you see. Run destroy missions from mission
terminals. Run hunting missions for the newbie mobs (great
way to make money when starting out). If you want to take on
heavy duty mobs, find a medic that needs healing XP and get
him to come along and heal you.
Method 2
Use a bleed shot. You can get a simple bleed shot by getting
level 4 of any of the marksman branches. Create a macro like
this:
/healthshot1;
/peace;
Now find a big mob that isn't social (meaning its friends
wont help it out). Examples of this are Giant Worts out near
Mos Taike on Tatooine. Target the mob and attack using that
macro. Immediately begin running the other way, pressing
your /peace key. The mob will eventually give up chasing
you, but will charge again each time the bleed hits.
Eventually the bleed will bring the mob's health down to 1
(with this new patch...currently it will kill it). You have
to be careful not to let the mob die before you get at least
1 unarmed hit in. See bleeding XP doesn't count toward any
specific weapon. So when you hit it unarmed, all of the XP
gained from the bleed is converted into unarmed XP. Also
note that you'll want to do this by yourself, or with
friends that understand what you are doing...otherwise you
wont get much if any XP. Wash, rinse repeat.
Method 3
Use a macro. Using the in game macros is not cheating and
will not get you banned from the game, however many people
still think it is lame. It is listed here as a full
disclosure of what others are doing.
Put a CDEF weapon of your choice in slot F5
Put your speed-sliced VK in slot F6
Create 2 macros:
UnattendedAttack
/ui action targetSelf;
/ui action cycleTargetOutward;
/ui action toolbarSlot04;
/attack;
/pause 3;
/ui action toolbarSlot05;
UnattendedAttackParent
/ui action toolbarSlot06;
/pause 20;
/harvest meat;
/pause 1;
/ui action toolbarSlot07;
Put UnattendedAttack in F7 and UnattendedAttackParent in
F8. Now find one of the newbie mob static spawn points.
These are the places where the mobs just keep respawning
over and over. There should not be a lair nearby. To get the
most unarmed XP possible, you should not have a
certification in the ranged weapon that you use. Basically
you want your ranged attack to miss, since obviously if you
kill the mob with your ranged weapon you get no unarmed xp.
The mob will still charge you, even if you miss.
Now change your Field of View in your display settings to
the maximum and zoom your camera all the way out. Press
CTRL-SHIFT-S to make your camera go in a 360 degree spin. Go
into your AFK options and make sure that auto-AFK is turned
off. Press F8 and leave your computer running.
Here is an explanation of this macro if you are
having trouble:
The UnattendedAttackParent macro is the outer loop. It
calls the attack macro, waits 20 seconds (which should be
enough time for you to kill the mob), harvests and calls
itself again. The UnattendedMacro does the actual attacking.
If you are having trouble getting the attack to work, just
try hitting F7 instead of F8. You can also try typing each
command manually one at a time to see what it does.
There are 2 important things to remember with the macros:
1. the slot numbers begin counting at zero (for example
toolbarSlot00 corresponds to F1) and 2. macros are case
sensitive, so if you type it wrong it won't work.
/ui action targetSelf; /ui action cycleTarget; These
commands target you, then target the closest enemy.
/ui action toolbarSlot04; This is the same as hitting F5.
If you have your CDEF weapon in F5, this command will equip
it (or unequip it....which is why you need to start the
macro while holding your VK).
/attack; This commands will cause you to attack the
selected mob with the CDEF weapon.
/pause 3;/ui action toolbarSlot05; This command tells the
computer to wait 3 seconds (to give you a chance to hit the
mob with your CDEF), and then switch to your VK.
Here's what should happen.
1. You start the macro.
2. The macro targets the closest mob.
3. The macro equips the CDEF weapon.
4. The macro fires 1 or 2 shots with the CDEF (depending on
the weapon's speed).
5. The mob charges at you.
6. The macro switches so that you are holding your VK
7. Since you are already in attack mode, you finish off the
mob with your VK.
8. The macro harvests the corpse and begins again at #2.
Some other notes on this macro:
1. This macro is only intended to be used against the
easiest newbie mobs (like Minor Worts and Lesser Womp Rats
outside Mos Entha, Mos Eisley and Mos Espa on Tatooine).
These mobs are not social, and will not aggro you, making it
fairly easy for the macro to work. If you try to use this
macro unattended against an aggro NPC spawn, it is likely
that you will come back to find your character dead.
2. If you plan on leaving your PC totally unattended, it
would be a good idea to have some fairly decent kinetic
armor. Since you won't be using any specials, the armor will
help protect you from most of the damage.
3. Some people recommend adding a /follow into the macro.
This macro can work fine without this command. Additionally,
you may find that your toon has run off to god knows where
by the time you get back.
4. Use the /dump command to end the macro.
5. If you have problems with all the mobs running out of
range, try adding a separate loop macro for your pet to
attack your current target every 5 minutes or so. Create 2
macros:
MobCleanup (put in F9)
/ui action targetSelf;
/ui action cycleTargetOutward;
/tellpet attack;
MobCleanupParent (put in F10)
/ui action toolbarSlot10;
/pause 300;
/ui action targetSelf;
/tellpet follow;
/pause 5;
/ui action toolbarSlot11;
Since your toon is standing on top of the mob spawn, by
having your pet kill any mobs out of range, you will cause
them to respawn within range.
6. Where are the
Teräs Käsi Trainers?
Tatooine: Mos Espa (-2812, 1973) Wayfar (-5054,-6632)
Corellia: Kor Vella (-3570, 3146)
Talus: Daeric (418, -2906)
Naboo: Theed (-5649, +4205)
Rori: Narmle (5287, -2508)
7.
Ok, I've made TKA Novice, now what should I hunt?
Try out the Tusken Fort on Tatooine (-4000 +6250). The
highest level Tuskens only have 15% kinetic armor, and the
ability to knock them down for long periods of time using a
dizzy makes them a piece of cake. Make sure you get a full
set of buffs before going, and try not to fight them at long
range (Warlords have a Surprise Shot that easily tops 2000
dmg). Catch them at close range and force them to change to
melee to avoid this.
Another frequent suggestion is to run Huurton (Hurrton
Stalker, Hurrton Huntress) missions on Dantooine or kamurith
defiler missions on Dathomir, because they both have
infrequent spawns, or randomly spawn babies instead of full
grown adults. If you want to solo these creatures, read
below.
8. I'd like to solo, but I'm not a Creature Handler. What should
I do?
Make sure you get a doctor to buff you before going
hunting. A master doctor can buff each of your primaries and
secondaries 3000 points for around 5000 credits, so that you
barely notice the HAM costs for your special attacks. You
can also get entertainers to buff your mind-related
attributes. Master Dancers can double your Mind pool and
Master Musicians can double your Focus/Willpower pools if
you watch them for 6-8 minutes. You should note that these
buffs can stack with food/spice buffs, but double-buffing in
this way can lead to attribute issues because of some
current bugs. If you are affected by one of these stat bugs,
simply log off the game for 20 minutes and it will fix
itself.
The trick here is to use your non-CH pet to pull mobs one
at a time. Obviously its much easier to kill any mob when
you can take on just one at a time and use dizzy-knockdown-warcry.
Works best if you have a cowardly gurreck (since they don't
have a ranged attack). Find a group of mobs (this works best
if there are only 2). Stand as far away as you can and tell
your pet to attack one of the targets. Immediately tell your
pet to come back (/ui action targetSelf;/follow). You will
notice that the mob you attacked stayed still, but the other
mob is now charging your pet. Take out the mob once it
reaches you, then use your pet to pull the other mob.
Experiment with different creature types to find out what
you can easily kill. Note this is probably going to be fixed
soon in the next patch when they fix social mobs.
9. How does Armor work? Does wearing armor increase the HAM
costs of special moves?
I covered this above in some minor detail. When armor
decreases the values of your Strength, Quickness and Focus
attributes, the result is an increase in the costs of
special moves. Additionally because of the decreases in
Constitution, Stamina and Willpower, you will find that you
do not regenerate your main stats as quickly.
Lets say you take a basic human brawler: 1100,600,500 /
900,450,450 / 600,400,400
If this person put on a composite armor chestplate with
encumbrance costs of 250/100/100, the resulting attributes
would be: 1100,350,250 / 800,350,350 / 500,300,300
Notice that the encumbrance cost of the armor is
subtracted from each secondary. You can see how if you were
to add a couple more pieces of armor, you could eventually
end up with attributes of: 1100,0,0 / 800,0,0 / 500,0,0
Since you never actually take any damage to your
secondaries (other than wounds) this setup would be
perfectly acceptable. This human would be able to go out and
fight. However, because all of the secondary attributes have
been reduced, the human will find that they regenerate very
slowly (if at all), and that the HAM costs for special moves
would be higher.
Some common fallacies about armor:
Armor reduces your quickness, which makes you slower and
easier to hit. (UNTRUE)
Armor reduces your strength, which makes you hit for less
damage. (UNTRUE)
Armor makes you run slower. (UNTRUE)
10. Should I wear armor as a TKA?
There is a good bit of debate about this on the forums.
Role-players tend to say no, simply because it goes against
the idea of a martial artist. Personally, I say it depends
on 2 things: 1. How good is your armor? and 2. What opponent
are you facing?
As mentioned above, it is important to measure the costs
to your regeneration and special-moves with the savings on
damage. As a general rule, I'd say that if the protection is
not at least 20% kinetic, then it is likely that the cost of
the armor outweighs the benefit. Bad Armor usually has just
as high encumbrance costs as good armor. Don't let an
experience with some low quality armor ruin your opinion of
it. Armor can be invaluable when facing red-con mobs.
When it comes to armor there are 3 types of armor that a
TK Master might wear: High-End Chitin, Ubese and Composite.
For the novice brawler, you can usually find a good suit of
Chitin armor for around 3k per piece on the bazaar. If you
can find cheap Mabri Armorweave with similarly high
resistances, by all means purchase it. However once you get
enough money, you will find that Ubese and composite offer
the best resistances. On my server, you can easily find >75%
kinetic ubese, and >80% kinetic composite.
Be sure to find a good Slicer or Master Smuggler to slice
each piece of armor for you. Expect to pay between 1500 and
3000 credits per piece. The slicer will do their magic on
each piece and the outcome will be a random improvement in
either encumbrance (secondary costs) or effectiveness (%
resistance). If you get an effectiveness slice, sell or
donate the piece, buy another one and try again. On my human
toon, I could easily wear a full suit of encumbrance-sliced
52% resist composite and have at least 100 points left in
each of my secondary stats while wearing it. If you have a
lot of credits, follow this advice: find a master armorsmith.
If they don't sell sliced armor, offer to bring along a
master smuggler to slice the armor. Have the master
armorsmith create 3 full suits. Tell them that you will pay
your master smuggler to slice all 3 suits, if you can
purchase the encumbrance sliced pieces at the armorsmith's
normal prices.
Aside from having good armor, the trick is knowing when
to use it. You need to be able to judge your opponent's
ability to damage you versus your ability to damage yourself
(by using special moves). If you are facing a krayt dragon,
then the best strategy is to put on your 80% kinetic
composite and avoid spamming specials. On the other hand, if
you are facing opponents that you can easily knockdown and
kill, don't wear any armor, because the cost of your special
attacks and the lack of regeneration will outweigh the
defensive value of the armor.
Setup a macro to easily put on and take off your armor.
This way if you find yourself unexpectedly outnumbered, you
can put on the armor with just a press of 1 button. Likewise
when the battle is over, you can take off the armor so your
HAM will regenerate normally. Here's how to setup the macro:
Create 2 macros (note that capitalization is important):
PutOnArmor
/ui action toolbarPane01;/ui action toolbarSlot00;/ui
action toolbarSlot01;/ui action toolbarSlot02;/ui action
toolbarSlot03;/ui action toolbarSlot04;/ui action
toolbarSlot05;/ui action toolbarSlot06;/ui action
toolbarSlot07;/ui action toolbarSlot08;/ui action
toolbarSlot09;/ui action toolbarSlot10;/ui action
toolbarSlot11;/ui action toolbarPane00;
TakeOffArmor
/ui action toolbarPane01;/ui action toolbarSlot12;/ui
action toolbarSlot13;/ui action toolbarSlot14;/ui action
toolbarSlot15;/ui action toolbarSlot16;/ui action
toolbarSlot17;/ui action toolbarSlot18;/ui action
toolbarSlot19;/ui action toolbarSlot20;/ui action
toolbarSlot21;/ui action toolbarSlot22;/ui action
toolbarSlot23;/ui action toolbarPane00;
Resize your toolbar so that it shows 2 rows. Now press
CTRL-TAB to switch to the pane labeled 2 (there are 6
panes). Put all of your armor pieces on the top row, and all
of the matching clothing pieces on the bottom row. To do
this, open your inventory and drag them up onto the toolbar
into the correct slot. So for example, under F2 put your
ubese armor gloves...in row 2 F2 put your non-armor gloves.
If you don't have a matching non-armor piece, just put the
same armor piece in both spots (however it works best if you
have a matching piece of clothing for each piece of armor).
I usually put the chestplate/jacket in twice under F1 and
F12. If you are wounded the F1 will make sure that the
chestplate goes on before a bicep, and the F12 is useful
when you accidentally run PutOnArmor twice and end up with
half your armor on and half your regular clothes on. The
jacket will be sure to remove any biceps or bracers you may
be wearing.
Now press CTRL-TAB again to return to the first pane.
Drag PutOnArmor and TakeOffArmor onto your toolbar (I
usually use F6 and F7). Press F6 to put on your armor. Press
F7 to take off your armor. If you accidentally press F6 when
you are wearing your armor, press it again to fix the
mismatch.
11. What are
the special moves for a TKA?
I've included some of the brawler skills here too since
they also apply. First the stats (some of these numbers may
be old let me know if they have been updated):
Special Move Name |
Time
|
Damage
|
Health
|
Action
|
Mind
|
unarmedBlind |
2
|
1.5
|
1.5
|
1.5
|
1.5
|
unarmedBodyHit1 |
2
|
2.5
|
1.75
|
1.75
|
1.75
|
unarmedCombo1 |
2
|
2
|
1.5
|
1.5
|
1.5
|
unarmedCombo2 |
4
|
3
|
2
|
2
|
2
|
unarmedDizzy1 |
2
|
1.5
|
1.5
|
1.5
|
1.5
|
unarmedHeadHit1 |
2
|
2.5
|
1.75
|
1.75
|
1.75
|
unarmedHit1 |
1.5
|
2
|
1
|
1
|
1
|
unarmedHit2 |
2.5
|
3
|
1.5
|
1.5
|
1.5
|
unarmedHit3 |
3
|
4
|
2
|
2
|
2
|
unarmedKnockdown1 |
1.5
|
1
|
1
|
1
|
1
|
unarmedKnockdown2 |
2
|
1.5
|
1.5
|
1.5
|
1.5
|
unarmedLegHit1 |
2
|
2.5
|
1.75
|
1.75
|
1.75
|
unarmedLunge1 |
1.5
|
1
|
1
|
1
|
1
|
unarmedLunge2 |
2
|
3
|
1.5
|
1.5
|
1.5
|
unarmedSpinAttack1 |
2
|
2
|
1.5
|
1.5
|
1.5
|
unarmedSpinAttack2 |
3
|
3
|
2
|
2
|
2
|
unarmedStun1 |
2
|
1.25
|
1.5
|
1.5
|
1.5
|
Warcry1 and Warcry2
Warcry is a special move you get as a Novice Brawler. When
it sticks, your target's next action (i.e. attack, stand,
etc.) will be delayed for 10 seconds. It is frequently
combined with a knockdown move in order to keep the target
on the ground for an extended period of time. If you decide
to pick up Master Brawler, you will get Warcry2 which has a
duration of 20 seconds. Warcry2 is a great way to get around
the 30 second knockdown timer: Knockdown for 5 seconds,
Warcry2 keeps the target down for another 20 seconds, the
target stands up and gets 1 attack, meanwhile the 30 second
timer is up, so you can knock them down again.
Intimidate1 and Intimidate 2
This move is an absolute must when facing any opponent that
you can't knockdown. When it sticks, your target will only
do 33% of their normal damage against you. So if they
normally hit you for 300 points of damage, after you
intimidate them, they will only hit you for 100 points of
damage. Generally if my knockdown doesn't work, this will be
the next attack in my queue. Intimidate is a novice brawler
skill, Intimidate 2 is a master brawler skill. The only
difference is the length of time that the target is
intimidated. Note that intimidates stack timewise. Each time
you intimidate the target, it will add on the the total
length of time that the state lasts.
Berserk1 and Berserk2
Berserk will be your friend while you are grinding unarmed
1-4 in the brawler tree. While you are Berserk, you
basically do +75 damage. The main problem with Berserk as a
TKA is that you can't do any special moves while in the
Berserk state. Watch for the icon next to your HAM bars. You
get Berserk2 at master brawler, which lasts much much longer
(which means you will be locked out of doing specials for
minutes instead of just seconds).
Unarmed Lunge 1 and Unarmed Lunge 2
Unarmed Lunge 1 is a novice brawler skill that does little
damage other than the fact that it has an extended range
(15m?). It can force the target to kneeling. Some people use
this in PvP to try to slow down someone that is kiting them
(a ranged person that shoots at you while running away just
out of your range). Unarmed Lunge 2 is a master brawler
skill that has similar range but provides a knockdown. Note
that the knockdown skill is on a timer so that it can only
knock the target down every 30 seconds (at the most).
Unarmed Knockdown 1 and Knockdown 2
Unarmed Knockdown 1 is similar to Unarmed Lunge 2. Lunge 2
does more damage and has greater range (with a moderate
increase in HAM costs), so if you have Master Brawler and
can choose between these 2, choose Lunge 2. Unarmed
Knockdown 2 provides a knockdown and dizzy state. While the
knockdown lasts for 5 seconds, the dizzy state means that if
the target tries to stand, they may fall down again. Very
useful move. Note that you can also get this by separately
doing unarmedknockdown1 and unarmeddizzy1, and in fact it is
often useful in PvE to make sure that the target is dizzy
before issuing the knockdown. Knockdown skills are on a 30
second time so that it can only knock down the target every
30 seconds (at the most). Knockdown2 also has a cool attack
animation.
UnarmedSpinAttack1 and UnarmedSpinAttack2
These are area attacks. They are not very useful unless you
are being attacked by multiple mobs, and they are all within
our limited range. UnarmedHit2 does more damage for the same
HAM cost.
UnarmedLegHit1, UnarmedBodyHit1, and
UnarmedHeadHit1
Each of these allows you to target one specific HAM
attribute. While damage from other special moves will be
randomly selected from either Health, Action or Mind, these
special moves allow you to pick which attribute to attack.
These are really finishing moves due to the HAM costs, since
you are better off using unarmedHit3 for twice the damage at
.25 more HAM cost (This is a nice way of saying that these
moves suck).
UnarmedDizzy1
When it sticks, this move will give the target the Dizzy
state. When combined with a knockdown, a dizzy state will
make sure that the target does not get up, even after the 5
second knockdown has worn off. Dizzy stacks with itself, so
each time you can keep using /unarmeddizzy1 to add on to the
total length of time that the target is dizzy. Note that the
dizzy + knockdown only works on creatures with 2 legs.
Animals with 4 legs will not fall down when trying to stand
while dizzy.
UnarmedBlind1
When it sticks, this move will give the target a blind state
that lasts for 50 seconds. During this time the target's
accuracy is reduced. This move is fine, but you are pressed
for time, you are better off going with
Intimidate+unarmedStun1.
UnarmedStun1
When it sticks, this move will give the target a stunned
state that lasts for 50 seconds. While stunned, the target
makes fewer attacks per round. The end result of this is an
overall reduced damage output. Usually UnarmedStun is a
great first shot since in general it is much more successful
than an Intimidate attack (although the damage reduction by
Intimidate is more significant). Combining Stun + Intimidate
is the key to surviving encounters with high HAM mobs.
UnarmedHit1, UnarmedHit2, and UnarmedHit3
These moves are the bread and butter of a TKA, and you will
usually want to have both setup for use. UH2 is more
efficient as far as HAM costs go, but UH3 does more damage
in a shorter amount of time. UnarmedHit3 also has a chance
to inflict the blind state on the target. A good TKA will
know when they need to go for the heavy hit, and when they
should conserve their HAM.
12.
How does Power Boost work?
PowerBoost is a special action that Teräs Käsi can take
once they get to Advanced Meditative Techniques (level 2).
Basically the TKA while meditating will do the action. The
Mind attribute will immediately be cut in half (although it
will begin regenerating). The Health and Action will begin
ramping up over the next 60 seconds, each getting a bonus
equal to the amount that was cut from mind. After the first
60 seconds, the Mind attribute should return to normal and
begin the ramp up itself to the boosted state. Meditation
skill affects the length of time that the bonus lasts. Here
is the exact formula used:
Duration: 5 min + (meditation skill mod/100 * 5min) give
or take 5%
For example, if your stats are 1000/1000/1000 and you do
Power Boost, your mind immediately drops to 500. After 60
seconds you will be at 1500/1500/1000. After another 60
seconds you will be at 1500/1500/1500. The bonus is stacked
with spice, so if you take muon gold to boost your mind to
1500 before you power boost, the boost would be 750 instead
of 500.
To get the biggest boost, you can stack spice and food.
Angerian Fishak Suprise: Action -35 Mind +500, 786
seconds (may vary depending on resources and skill of chef)
Muon Gold: Mind +500, Willpower +500, Focus +500, 600
seconds
So assuming the previous example of 1000/1000/1000, if
you stack both of these, you will have 1000/1000/2000 to
start, and 2000/2000/3000 after the ramp up. Just watch out
for the Muon Downer (4 minutes of -500 modifier to all those
stats).
Some people have seen bugs relating to the stats not
returning to normal. Among these, your stats may appear to
be 100% when in fact you have been damaged.
Here is a macro that you may find helpful when using
PowerBoost. It will add alarms that will go off to indicate
the various stages of the boost. Note that you will want to
update the times based on your current meditation skill
using the formula above.
/meditate;/pause 2;/powerBoost;
/alarmAddIn 0 2 \#ff9900Power Boost Ready\#;
/alarmAddin 0 6 \#ffff00Power Boost Two Minute Warning\#;
/alarmAddIn 0 7 \#ffff00Power Boost One Minute Warning\#;
13. How does Force of Will work?
Force of will is the skill that allows the TKA to recover
from being incapacitated faster than they normally would.
Currently it gives you a chance to get up instantly from
being incapped. It seems to work half the time. When you do
successfully use it, all 3 HAM pools are set at 6 points (dmg
NOT wounds)
This skill will likely change soon (changes are on TC),
so here is how it is working there:
1) Character must be incapacitated - Execute /forceOfWill
- Roll d100
a) if the roll is less than 5, automatic failure
b) if the roll is greater than the character's meditation
skill mod, failure
c) if roll less than or = character's meditation skill mod,
success
note: standard meditation skill mod for a TKA with /forceOfWill
is 75
2) If the character fails the skill roll, he/she will
remain incapacitated per normal rules and will be unable to
use the command for the duration of that incapacitation If
the character succeeds, the roll delta (skill mod - original
d100 roll) is passed to the function where the following
occurs:
a) if delta is less than 10, the character will sustain 100
wounds to each pool and 100 battle fatigue
b) if delta greater than or = 10 & less than 40, temporary
reductions of 200pts to all pools will be applied (5min) and
100 battle fatigue
c) if delta greater than or = 40 & less than 70, temporary
reductions of 100pts to all pools will be applied (5min)
d) if delta greater than or = 70, no negative effects are
applied to the character
e) an effect similar to the zabrak innate "equalize" is
applied to the character
f) a 1 hour reuse timer is applied
Currently on TC, this skill is limited to 1 use per hour.
14. How
does meditate work?
When you issue the /meditate command, your toon takes a
meditation pose. Here's what mediation skill can do for each
level of meditation. Note that each additional level
increases the speed of the previous levels heals.
Teräs Käsi Novice: cure bleeding
Intermediate Meditative Techniques: cure bleeding + cure
poison
Advanced Meditative Techniques: cure bleeding + cure poison
+ cure disease
Expert Meditative Techniques: cure bleeding + cure poison +
cure disease (nothing new)
Master Meditative Techniques:= cure bleeding + cure poison +
cure disease + cure wounds
In addition, Meditate will make your HAM regenerate
faster than standing. I'm unsure if it is faster than
sitting (although I think it is at least as fast). This is
just from personal observation.
14.1 When I try to
meditate I get the message "You cannot meditate while running."
You can get around this by creating a MyMeditate macro:
/sit;/pause 1;/meditate
15. My Vibro-knucklers have X-Y dmg and Z speed. How do they
compare?
The average sliced master-made VKs that you will see on
your server are in the range of minimum 20-40 damage to
maximum 140-180 damage @ 2.2 speed. Uber sliced VK's have
damages over 220. For speed slices, you should be able to
get VKs sliced around 1.5-1.7 speed.
If you want to get an uber vibro-knuckler, you will need
to loot the uber parts and give them to your favorite master
weaponsmith. There are three components that weaponsmiths
can put into VK's to increase their effectivess. These are:
1. High Power Motor Units (add to maximum damage)
2. High Frequency Motor Units (add to % wound chance)
3. Advanced Core (increase overall damage)
Parts #1 & 2 are dropped by Nym Elite NPC's on Lok. Krayt
Tissues can NOT be added to Vibro weapons. Rancor teeth are
a replacement for the Advanced core, but currently only work
in Swords (and apparently the end result is worse than if
the weaponsmith created it themselves).
16. How does speed work? Should I choose a VK for speed, or for
damage?
As you have probably heard, there is a speed cap in the
game of 1.0. I have heard rumors that this might be changed,
but it hasn't been changed yet. If you have a pair of VKs
with 1.0 speed, your base attack (no special move) will
allow you to attack once every second. Here is the formula
you can use to calculate your speed based on the VK speed
and special move:
(WeaponSpeed * SpecialDelayMod) - (WeaponSpeed *
SpecialDelayMod) * (UnarmedSpeed/100)
Here are some real-world examples of this. In each
example, I'm using a 2.2 speed VK (which is an average
master unsliced vk on my server).
If you have Unarmed IV, you have +25 unarmed speed:
No Special Move (time modifier 1.0)
Time = (2.2 * 1.0) - (2.2 * 1.0) * (25/100)
Time = 1.65 seconds
UnarmedHit1 (time modifier 1.5):
Time = (2.2 * 1.5) - (2.2 * 1.5) * (25/100)
Time = 2.47 seconds
Once you get to Intermediate Power Techniques (0/0/1/0),
your speed goes up to +50:
No Special Move (time modifier 1.0)
Time = (2.2 * 1.0) - (2.2 * 1.0) * (50/100)
Time = 1.1 seconds
UnarmedHit1 (time modifier 1.5):
Time = (2.2 * 1.5) - (2.2 * 1.5) * (50/100)
Time = 1.65 seconds
UnarmedHit2 (time modifier 2.5):
Time = (2.2 * 2.5) - (2.2 * 2.5) * (50/100)
Time = 2.75 seconds
Note that once you get to Master Power Techniques (level
IV), you will notice that you can strike just as quickly
unarmed as with a VK. Most TKMs will begin doing special
moves unarmed at this point to avoid the high HAM costs of
the VK.
17. When do we get
damage modifiers?
There are some damage modifiers in the game to reflect
when your opponent has a difficult time defending
themselves. These are the same modifiers that people will
see when fighting against a creature. If you are facing an
opponent that is in a knocked down state, you will notice
that your damage is 1.5 times normal. In addition, melee
damage against someone holding a pistol is 1.2x, carbineers
is 1.5x, and rifles/heavy weapons have damage increased
2.5x.
18.
What is the most damage you have done as a TKM?
Obviously this will occur against riflemen or heavy
weapon users who are not using any kinetic armor and who are
also penalized because they have been knocked down. When
TKM's report the highest damage hit they've ever done it is
usually between 3500-4500.
19. Are there any other weapons available besides the
Vibro-knucklers or just using my fists?
No. Currently TKAs can only do kinetic damage. The TKA
correspondent is working with the developers to try to get
them to introduce VKs that do other types of damage.
20. Do TKAs have a bleed
shot?
Teräs Käsi do not have a bleed (damage over time) shot.
It is interesting to note that every other non-jedi combat
class has some form of damage over time (DOT) shot.
21. What are some popular templates with Teräs Käsi Master?
A lot of other professions pick up some of our meditation
line to help supplement their classes. Here are some popular
templates for those that want to keep Teräs Käsi Master.
Obviously I can't list all of the combinations, so here are
some popular ones:
Teräs Käsi Master
Master Doctor
Scout 1/0/0/0
Template allows character to become super buffed by using
Powerboost and Doctor Buffs whenever they want. Some Scout
is kept for Terrain Negotiation (so you don't run slowly up
hills).
Teräs Käsi Master
Master Brawler
Doctor 0/4/3/0
This is a similar build that incorporates Master Brawler
for Intimidate 2, Warcry 2, and Unarmed Lunge 2 (15m
knockdown). The Doctor skills let you buff yourself and
revive other players.
Teräs Käsi Master
Doctor 0/4/4/0
Combat Medic 0/0/0/3
Another Doctor based template, this one lets you use a
Combat Medic's poison C. Negatives: you have to buy all your
Doctor and Combat Medic supplies.
Teräs Käsi Master
Master Smuggler
Pistoleer 0/2/4/0
Medic 2/0/0/0
Scout 1/0/0/0
Template gives you the best Pistol shots in the game,
including Ranged Knockdown and Delay shots. Also gives you
access to 2 stackable bleed shots in the Pistol tree. Some
Scout is kept for Terrain Negotiation (so you don't run
slowly up hills).
Teräs Käsi Master
Master Brawler
Fencer 4/4/0/0
Swordsman 4/0/4/0
Pikesman 0/0/4/0
Medic 2/0/1/0
This template was designed to make use of all the
defensive bonuses from all the various melee classes. Get a
friend to buff you and this template is probably the best
PvE tank in the whole game.
Teräs Käsi Master
Master Rifleman
Marksman 4/0/0/4
Scout 1/0/0/0
Medic 2/0/4/0
This template gives you good ranged skills, mind bleeds,
along with the ability to use Stim Cs and Stop bleeding with
First Aid 2.
22. Is there some way to turn off the red ribbons that appear
when doing my specials?
Currently no, but it is on our list with the DEVs.
23.
What is the list of current bugs with TKA?
Here is the list from Mister_Heavy (or correspondent). If
you have any issues with this list, please contact him.
If you KD an opponent, and then hit him with another KD,
he will immediately get right up, even if dizzy.
Power Boost
PowerBoost can cause an incap when you use it or when it
wears off. We recommend that a message be displayed when you
try to use PB and don't have enough mind telling you that
you don't have enough pool points to do that. We also
recommend that the PB downer take you to a minimum of 1 pool
point, rather than incapping you.
You can super-buff yourself by using PB and getting
killed/cloning and then using PB again over and over again.
If PowerBoost wears off while you are incapped, you get
stat bugs with a lowering of your stats that you can't fix
unless you log off for a while.
If you apply buffs after you have Powerboosted when the
Powerboost wears off, your Health and Action return to their
pre-buffed values. They do regen back up to their maximum
it's only the current value that drops.
Unarmed Combo 2 is registering 1 point of damage done to the
target.
No accuracy bonus for being at Optimum range. At 1M we
should have a bonus to hit, but it seems like we're still
getting negative modifiers.
It seems that the scout "creature to hit bonuses" apply
only to ranged attackers. Want to make sure they apply to
melee as well.
Berserk Does not show up in the combat queue.
We have reports of people being stuck in the meditate
state upon logging in if they logout while meditating
Dizzy only works on creatures with 2 legs. Need to know
if this is as intended.
Dizzy, stun, intimidate prevent meditation. Need to know
if this is as intended.
HAM bars do not display properly when using power boost.
If you take damage, your HAM bar won't go down until you dip
below your pre-boost levels. Wearing armor may exacerbate
this problem.
Power Boost buffs (on TC) seem to decrease when you use
Center of Being, and perhaps when you use other specials as
well. In testing, each use of CoB knocked 104-235 points off
the total PB buff. Unknown whether other specials reduce PB
buffs in this way
24. How do I pronounce Teräs Käsi?
Teräs Käsi stands for "Steel Hands" in Finnish. In
Finnish: The "ä" with two dots over it sounds like the a in
"at". The "k" & "t" are not aspirated. Stress is always on
the first syllable. So Teräs Käsi sounds something like TEHR-ass
KASS-ee. To hear it for yourself, paste Teräs Käsi
into this site (http://www.mikropuhe.com/demo.asp)
and click on the button labeled "Kuuntele Puhe."
25. What's this I hear about the Teräs Käsi being Jedi Hunters?
Although not officially named in any of the Star Wars
movies, the Teräs Käsi have appeared in several books,
including the
Star Wars Encyclopedia. Here's the quote from that book:
Both a martial art and an Order. The Teräs Käsi were
formed from the remnant civilians of a long-ago battle which
devestated their home world of Palawa, a war which involved
the awsome powers of the Jedi Council. The few survivors of
Palawa migrated to a nearby world called Bunduki, where they
decided to master mind over body so they may keep the Jedi
use of power in check. The Teräs Käsi are thought to be
sensitive to changes in the Force, and Teräs Käsi Masters
are feared by the Jedi. But Teräs Käsi are not generally
Force users as Jedi are: Teräs Käsi draw internal, personal
power, while Jedi draw from everything around them.
It is important to note that it does not appear that the
Teräs Käsi are meant to be Jedi-hunters in Star Wars
Galaxies, at least not in their current incarnation. Many
people on the forum are pushing for something in an
expansion that might bring some of these mythic abilities
into the game. A common (and more realistic) request is that
Teräs Käsi be given the ranger-like ability to track a Jedi.
26. What consumables (food & spice) can I take to help out?
As you may know, you can consume chef-made food and
smuggler-made spice to give yourself temporary stat buffs.
In addition, you can stack food buffs with spice buffs.
Spice always has the same stats, no matter what materials
are used, and no matter what the skill of the crafter. Food
on the other hand, can vary depending on the quality of the
resources and the skill of the chef. I usually think of
these as a substitute for when I can't get both high-quality
Doctor Buffs and a Musician Buff (Focus-Willpower).
The thing to watch out for when taking spice is that
there is a 2-4 minute downer that takes place when the drug
wears off. During this downer, your stats will suffer the
exact opposite effect (so if your mind was buffed +500,
during the downer it will be lowered -500). In addition,
your character will do spatial animations of puking (once
each minute), which can interrupt combat (if you are
standing still) and trade transactions. The big benefit of
spice over food is that spice is an instant full buff, where
food has to ramp up over a couple seconds.
With food, there isn't a down-period. The only real
negative with foods is that your character can get "full"
where they can't eat anymore. To check out your "full"
status, press CTRL-C. Note that food and drink are counted
separately.
When taking consumables it is advisable to set an alarm
macro to let you know before the buff will wear off. This is
a good idea, so you don't find yourself fighting a kimogilla
when losing your buffs. The easiest way to do this is to use
the alarmaddin macro. For example, /alarmaddin 0 9
Buffs almost done! will popup an alarm in 9
minutes.
Now to the list of food/spice. Obviously there are a lot
more available than what I'm listing. This list assumes that
you have an unlimited budget and want the best buffs you can
get your hands on. For a full list, contact your local
master chef.
Name |
Effect |
Duration |
When to Use? |
Angerian Fishak Surprise |
-35 Action
+500 Mind |
~13 minutes |
Use before powerboost. If you
have the cash, I recommend that you buy crates of
this stuff. If you can't get this, Bespin Port is a
similar, but less powerful version. |
Muon Gold (spice) |
+500 Mind
+500 Willpower
+500 Focus |
10 minutes |
Use before powerboost, Use if
you have Doctor Buffs, but no Musician buffs so you
can spam specials. Muon is also the closest thing we
have to a Mind-stimpack, since it instantly boosts
your mind 500 points. |
Neutron Pixie (spice) |
+1000 Health
+200 Strength
+200 Constitution
+500 Action
+50 Quickness
+50 Stamina |
~13 minutes |
Good multi-stat buff. Just
watch out for the -1000 health downer. |
Tatooine Sunburn
|
+1600 Strength
+1600 Stamina |
~6 minutes |
If you can't get a doctor to
buff your secondaries, this will allow you to spam
specials more easily. |
Breath of Heaven |
+500 Strength
+500 Quickness
+500 Focus |
~9 minutes |
Great buff to help lower cost
of special moves. Again, if you don't have access to
Doctor buffs, you should carry crates of this stuff
and use it regularly. |
Ormachek |
+130 Mind
+130 Focus
+130 Willpower
|
~3 minutes |
A good general-use mind stat
buff. |