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Vortex500 7/01/08 4:10:59 AM
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Novice Member
Joined: 7/01/05 |
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| Your Alignment \ Patient Alignment | Overt Rebel | TEF'd Rebel | Covert Rebel | Neutral | Covert Imperial | TEF'd Imperial | Overt Imperial |
|---|---|---|---|---|---|---|---|
| Overt Rebel | Yes | Yes | Yes | Yes | Yes | No | No |
| Covert Rebel | TEF | TEF | Yes | Yes | Yes | No | No |
| Neutral | No | No | Yes | Yes | Yes | No | No |
| Covert Imperial | No | No | Yes | Yes | Yes | TEF | TEF |
| Overt Imperial | No | No | Yes | Yes | Yes | Yes | Yes |
Novice Member
Joined: 7/01/05
Posts: 392
Guide to the Nightsister Energy Lance
You've heard about it, now you want to know what it is and how to get it.
In publish 5, the devs gave the Pikemen an unexpected present: the Nightsister Energy Lance. The first of the new looted-schematic weapons. It is made from a looted schematic, looted vibro units and some resources.
Here you will be able to find some images of it, directions on where to go to get it and what you will encounter in trying to get it.
What is it?
This beauty makes for a nice addition to a pikeman's cache of weapons. It adds an additional damage type (energy), looks sweet, has double disease DoTs (health and constitution, 40 str), electricity particle effects and extra sparks when hitting a target. The electricity particle effect only happens for about 15-20 seconds after logging or loading after a shuttle trip. Evidently, sometimes others may not see it when you do, and there are times when others may see it when you don't. That has been my personal experience.
The certification is Advanced Polearm Stances.
The schematic and required vibro units both drop from Axkva Min, the Queen of all Nightsisters herself, probably the toughest thing in the game. She rarely drops either, so you will be making multiple trips here if you want to get both. The schematic is temporary and allows the construction of 5 lances only. Once you have the schematic, this is what you will need:
So...How to get it?
First of all, you'll be needing a group, then head to Dathomir, Science Outpost. Under the POI tab, you will find the Nightsister Stronghold, head there.
In front of the stronghold is the cave where the action happens, inside you'll find a nice array of Nightsisters, rancors, and the one herself, Axkva Miin. All counted, you will find:
Grovo and Axkva are found at the bottom, of course. You'll have to plod your way through the armoy above before getting down to them. When you do get down to attack Axkva, she will call more of them and 4-6 more Protectors will instantly spawn around her. Force powers and powerful hits abound in here, so beware, it's not for the faint-of-heart.
Once you do conquer Axkva and the rest of the Nightsisters, you just might become the proud owner of a Nightsister Energy Lance of your own.
Novice Member
Joined: 7/01/05
Posts: 392
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 MindunarmedBlind 2 1.5 1.5 1.5 1.5unarmedBodyHit1 2 2.5 1.75 1.75 1.75unarmedCombo1 2 2 1.5 1.5 1.5unarmedCombo2 4 3 2 2 2unarmedDizzy1 2 1.5 1.5 1.5 1.5unarmedHeadHit1 2 2.5 1.75 1.75 1.75unarmedHit1 1.5 2 1 1 1unarmedHit2 2.5 3 1.5 1.5 1.5unarmedHit3 3 4 2 2 2unarmedKnockdown1 1.5 1 1 1 1unarmedKnockdown2 2 1.5 1.5 1.5 1.5unarmedLegHit1 2 2.5 1.75 1.75 1.75unarmedLunge1 1.5 1 1 1 1unarmedLunge2 2 3 1.5 1.5 1.5unarmedSpinAttack1 2 2 1.5 1.5 1.5unarmedSpinAttack2 3 3 2 2 2unarmedStun1 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.