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Tera Kasi FAQ


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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 Teras Kasi 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 Teras Kasi 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 Teras Kasi 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.

 

 

Teras Kasi 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

Teras Kasi

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

 

Teras Kasi Master. Obviously I can't list all of the combinations,

so here are some popular ones:

 

 

Teras Kasi 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).

 

 

Teras Kasi 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.

 

 

 

Teras Kasi 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.

 

 

 

Teras Kasi 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).

 

 

 

Teras Kasi 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.

 

 

 

Teras Kasi 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 Teras Kasi?

 

 

 

Teras Kasi 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 Teras Kasi

sounds something like TEHR-ass KASS-ee. To hear it for yourself, paste Teräs

Käsi into

this site ([url=http://web.archive.org/web/20050205023052/http://www.mikropuhe.com/demo.asp]http://www.mikropuhe.com/demo.asp)

and click on the button labeled "Kuuntele Puhe."

 

 

 

25. What's this I hear about the Teras Kasi 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 Teras Kasi 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 Teras Kasi are thought

to be sensitive to changes in the Force, and Teras Kasi Masters are

feared by the Jedi. But Teras Kasi

are not generally Force users as Jedi are: Teras Kasi draw internal,

personal power, while Jedi draw from everything around them.

 

 

It is important to note that it does not appear that the Teras Kasi

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 Teras Kasi 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.

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  • 4 years later...
  • Administrators
eqsanctum
  • Teräs Käsi Novice: cure bleeding
  • Intermediate Meditative Techniques: cure poison
  • Advanced Meditative Techniques: cure disease
  • Master Meditative Techniques:= cure wounds
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