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Teräs Käsi Foundational PvE Combat Strategy


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PvE Basic Combat


 

 

Solo play for Teräs Käsi requires a different way of thinking than we are used to from other MMORPs. A more calculated approach and escape plan is in order. Even cons are often too powerful for Unarmed Specialists and TKs in the Novice to Intermediate range, and a gang of 'easy' MOBs may take apart any combatant.

Naboo: Sizing Up the Situation - Solo vs Two Shaupauts


1. Stop and look. Radar shows two red blips (lower left corner) just outside of aggro range (65m).

2. Hitting Tab targets the nearest MOB giving it's HAM, name (a Greater Shaupaut) and quick con - the green symbol beside HAM bars floating over target's head. Easy prey.

3. Target's floating HAM and status (upper right corner) show distance (55m - a little close), posture (prone) and that all HAM is about equal - no weak spot. The name indicates this is a 'Baby' which means it is tamable by creature handlers and probably isn't that tough, even if it looks big.

1. Panning camera to the left and hitting Tab targets the second Shaupaut. It's a Shaupaut (not a Greater Shaupaut), also green, and at 68m (outside of aggro range).

2. Easy on both, but close enough together that one may come to aid the other. Eirie is going to try to finish one quickly before the other can close and attack (just to be safe - taking on both at TK Master should be no problem).

3. They appear to be 40-50m apart on radar, certainly within aggro range of each other. Eirie can see the first Shaupaut has stood up and is walking toward the other - better act quickly.

 

Naboo: Timing is Everything: Solo vs Four Shaupauts and Then Some


1. Conning four Greater Shaupauts around their nest, sizing the situation up as above, Eirie takes position so that the strongest cons are farthest apart. Two green cons are near the nest, one light blue is on the other side of the nest, and Eirie is fighting the other light blue con (one step above green, two steps below even con).

2. Double clicking the MOB from outside melee range starts combat: Eirie hopes to draw the Shaupaut closer to her, while charging in to engage before the others react. This Shaupaut is a little weaker in Health than Action and Mind, so Eirie opens with a bodyHit taking it down to 2/3rds.

3. Eirie throws a lunge to force the creature to kneel (making it miss the next attack) when a floating HAM bar appears middle right, indicating another MOB has aggroed. The lunge allows a few seconds to evaluate the new threat - one of the greens.

1. Erie finishes off the light blue with a bodyHit and holds position until the green gets to her. Greens are one-offs for Eire, so she finishes the green, then takes the green by the nest. The last one is light blue, and with no help from it's friends, doesn't stand a chance against the TK Master.

2. Maximizing XP, Eirie taps the nest with a lunge (does very minimal damage) at about 9m. That's outside of normal melee range but inside lunge range - which avoids auto-attack so the nest is not destroyed, just damaged.

3. The nest spawns defenders to heal and defend the nest. Eirie can handle new spawns fast enough that she isn't overwhelmed by a horde of shaupauts. Several spawning at the same time and pouncing on Eirie gets them a spinAttack which hits them all at once. The greens go down simultaneously.

4. As day breaks, Eirie meditates her wounds away among the corpses of here defeated foes.

 
Naboo: A Good Blaster at Your Side: Double Team on Fambaa


1. Melee can't kite very well.

2. Here is a Fambaa. Pretty tough. Unhappy.

3. Luckily, you can get skills, even master, in a ranged weapon. Eirie is an Expert in Pistol and is brandishing her player-made FWG5. Sweet.

4. Did I mention Fambaas are tough?

5. Eirie had been kiting this monster, but grew impatient at the Fambaa's resistance to her ok skills with pistol. Here, the Fambaa is very close, hitting Eirie, and Eirie needs to either get distance and kite, or go TK with her vibro knuckler.

1. A different Fambaa, same region. Eirie has tangled with pack of Fambaas around their nest trying to draw one off.

2. Like the view? The status bar (upper right corner) indicates the Fambaa is 4m from Eirie - just inside melee range bare-handed, but just outside melee range with a vibro knuckler. Get used to this view, big critters have a central hot-spot from which distance to target is gauged, but, as pictured above, larger MOBs have greater melee range.

3. Eirie is beat up pretty badly and will be incapped if she doesn't get away. She has spammed /unarmedLunge1 in an effort to throw a lunge within 3m while running around under the Fambaa. The lunge will lower the Fambaa's stance giving Eirie a few seconds to distance herself and regroup.

4. But wait! Between the legs of the Fambaa is a red streak coming from the northwest, and a blue dot on the radar! Someone has spotted Eirie's dilemma and is taking shots at the Fambaa.

1. Eirie reacts quickly clearing the lunge spam and throwing /unarmedKnockDown2 (4x damage, very good chance of knocking opponent to the ground), but is also headed out of the immediate area.

2. The creatures' status and the large red droplet indicate that the unknown marksman has scored a DOT: The Fambaa is bleeding.

3. Eirie will /peace and stop attacking in the hope that the marksman now has the Fambaa's attention.

1. It's working! Eirie has gained distance just in time. The Fambaa looks like it took a leg hit from the marksman - it's moving slowly and can't charge. That's no newbie on the cliff face, that's an experienced group player.

2. The marksman is circled in red (added after screenshot). Eirie stops at 22m (20m being optimum range for her FWG5), and taken position on high ground in a place where she can see both target and the assisting marksman.

3. The Fambaa pack can be seen to the right of the screen, and is outside the 65m aggro range according to radar.

4. Displaying experienced group tactics, the marksman and Eirie keep the Fambaa going back and forth between them by ceasing fire before the Fambaa gets too close, allowing the fire from the other player to draw the Fambaa's attention.

5. Notice the target's HAM: The Mind pool is still very high indicating that both players are focusing attacks in the Health and Action pools, which were a bit weaker to begin with.

6. Notice the Fambaa cons red to Eirie when she is using her pistol. The SWG conning system bases difficulty on the character's skill for the weapon-in-hand. Unarmed or with a vibro knuckler, this Fambaa cons dark blue - one step less than even con.
 
Unarmed Pull

The unarmed pull is a technique used to separate one MOB from a group and attack it alone. Aggressive MOBs which show as red on radar will attack you if you enter their particular aggro range. However, lairmates will not assist unless the MOB you are pulling is actually hit by an attack within their assist range.

Take Baz Nitch as an example: Baz aggro at 15m. Using a walking approach, as soon as you are within 15m, turn and run away from the lair and the other Baz. Don't wait for the Baz to aggro on you, just keep running. It may take a second for the server to register an aggro, and by then you will have some distance between you and the Baz. Lead the Baz to a safe distance from the lair outside the assist range of lairmates, and attack. Once you are comfortable with how the pull works, you can run to the MOB you wish to aggro and turn back once you hit about 17m. Because of latency issues, running to 17m and turning and running back to your staging area will usually register as you crossing into the 15m aggro range of the Baz.

Again, so long as you don't hit the MOB within the assist range of lairmates, you will only pull the one MOB.

  • Test MOB aggro range with a walk-and-stop approach. Most MOBs aggro from 15-35m.
  • Equip Vibro Knucklers to minimize the chance of accidentally hitting the MOB while running and possibly registering assists from lairmates.

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