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Vortex500  7/01/08 4:10:59 AM

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Joined: 7/01/05
Posts: 392

Doctor FAQ part 5

Temporary Enemy Flags (TEF) and Healing Implications

From time to time, it's possible that a Medic or Doctor can end up being a rather unwilling participant in the Global Civil War (GCW). It's important to understand how the TEF system works so that you can protect yourself properly. This can be very important for some medics/doctors that don't have the skills to defend themselves from the combat players out there.

First of all, understand the colored names. If you're a neutral player, everyone's name will be blue. That means that you don't readily know what faction anyone is aligned to, Rebel, Imperial, or Neutral. If you join a faction (either Rebel or Imperial), however, you'll begin seeing people with purple names. Those people are aligned to the same faction you are. So, if you're Imperial and see someone's name in purple, you know that he/she is also Imperial. Everyone else will appear blue - they might be Rebels and they might be neutral - you just don't know. This, of course, is all reversed if you join the Rebellion.

Second, we need to understand the TEF. Covert players are allowed to partake in the GCW, but only on a limited basis. They can not attack other players directly, but they can attack NPC's of the opposite faction. This means that a Covert Rebel can't attack an Overt Imperial (and vice versa), but the Covert Rebel CAN attack a stormtrooper. When and if that Rebel decides to attack that stormtrooper, however, that Rebel gains a TEF - he has made his alignment known to the Empire, if only for a short while. At this point, the Overt Imperial could open fire on the TEF'd Covert Rebel. If left alone and the Covert Rebel doesn't attack any more Imperial NPC's, the TEF will go away in about 10-15 minutes.

Now, who can you heal? Well, you can heal anyone that is of the same faction as yourself or anyone that doesn't appear to be opposed to your faction. For neutrals, that means you can heal anyone that isn't overt and doesn't have a TEF. For Rebels, you can heal anyone except an Overt Imperial or a Covert Imperial with a TEF. For Imperials, you can heal anyone except an Overt Rebel or a Covert Rebel with a TEF. If you try to heal someone opposed to your alignment, you simply get a message that reads, "It would be unwise to help such a patient." and you won't be allowed to perform the action. You can consult the following grid to see who you can heal.

But, just because you CAN heal someone doesn't mean that it's always safe to do so. If you heal someone that has made their alignment known to the opposing side (let's say you're a Rebel medic and you heal an Overt Rebel), you have also made your alignment known - you'll get your own TEF, just as if you had attacked a stormtrooper. The same would occur if you were to heal a TEF'd Rebel rather than an Overt Rebel.

So how do you know if someone has a TEF? Target the player and look at the status effects on that player (this is where you'd also see poison, dizzy, stun, blind, etc.) If you see a small flag, that means that the person has a TEF. You might want to consider waiting for the TEF to wear off before you heal the person to avoid getting your own TEF.

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


The Small Stimpack - A+

The Small Stimpack - A+ is an item that was added with the mid February publish. This is an item that can not be acquired by simply earning skill boxes in medic or doctor - it is acquired through a quest (or series of quests, rather).

To begin the quest, you must speak with Melios Purl, an NPC standing the middle of the Bestine Medical Center. He gives you three missions, in all. The first is to rescue a woman and bring her back to the medical center safely. The second is to kill a mutant womp rat and retrieve a sample of it. The third and final mission to to deliver an item to someone waiting near Bestine. All of these missions can be accomplished by someone with very little combat skill (the mutant womp rat was the only thing I had to fight) and take under 10 minutes to complete if you've got a speeder.

For your efforts, you will be given the schematic for a Small Stimpack - A+, which behaves exactly like any other stimpack, healing health and action damage while doing nothing for mind damage. Note that the schematic is not immediately placed into your datapad. Rather, when you receive it, it appears in your inventory. From there, you can double-click it to "learn" the new schematic.

This is a limited use schematic - it has only 5 uses. However, with each use, it is possible to generate a manufacturing schematic to produce 1000 of them. So, even with a limited use schematic, you could potentially make 5000 of these things. Below are the stats.

Ingredients:

Inorganic: 8
Organic: 8

Experimental Effectiveness: 66% OQ, 33% PE
Experimental Charges: 66% OQ, 33% PE

Range of Charges: 14 - 24
Range of Power: 95-150
Med Use: 5

This item is really nothing more than an advanced version of the Small Stimpack - A. As the Small Stimpack - A maxes out at roughly 20 charges and 100 power, this schematic offers a little extra punch for the same cost in requirements.
 
Vortex500  7/01/08 4:13:55 AM

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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:

  • 2 Nightsister Spell Weavers: 25-28k HAM AR2
    100% resists to Energy, Heat, Cold, Electricity, Acid, Stun
    5% resists to Kinetic, Blast, Restraint
  • 2 Nightsister Initiates: 12-14k HAM AR1
    100% resists to Heat, Cold, Electricity, Acid, Stun
    5% resists to Kinetic, Energy, Blast, Restraint
  • 3 Nightsister Rancor Tamers: 13-15k HAM AR1
    50% resists to Heat, Cold, Electricity, Acid
    100% resists to Stun / 30% resists to Kinetic, Energy, Blast, Restraint
  • 14 or so various rancors, including Enrageds, Bulls and one Ancient Bull
  • 5 Protectors: 40-50k HAM AR2
    100% resists to Energy, Heat, Cold, Electricity, Acid, Stun
    15% resists to Kinetic, Blast, Restraint
  • Grovo the red rancor: 12-13k HAM AR1
    60% resists to Energy
    100% resists to Heat, Cold, Electricity
    25% resists to Kinetic, Blast, Stun, Restraint, Acid
  • Axkva Min: 425-500k HAM AR3
    100% resists to Kinetic, Heat, Cold, Electricity, Acid, Stun
    35% resists to Energy, Blast, Restraint

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.

 
Vortex500  7/01/08 4:24:47 AM

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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.