Teras Kasi Archive
Thread: Teras Kasi Role: What Do You Want It To Be?
So feel free to chime in here
(and Rune, sorry again, but please repost in this thread
Message Edited by vortexala on 05-06-2004 02:20 PM
Well, Id like them to be the main well rounded melee combat class. Where the others are not balanced, more offensive, more defensive, more "tricky" TKA should be all these in moderation. I believe we are pretty much there now...only small tweaks are necessary.
The main improvement besides tweaking some of our abilities (FOW timing, Defensive Acuity + COB, etc) would be content. All professions want content. The Teras Kasi Artist is the only profession named after something very extensive in the EU. There should be content geared towards TKA whether it be Buildings, or quests, or some specialized equipment (armor
) Its hard to ask the devs for content this specific for one profession. But I think we are special ![]()
Message Edited by LordMaxx on 05-06-2004 06:28 PM
vortexala wrote:
(idea stolen from Rune: sorry man, but I just wanted to be able to edit the main post)
What do You think the role of Teras Kasi Artist should be?
You can see some other players ideas from this thread: What Do You Want TKs to Be? and the Developer started thread In-Concept Teras Kasi Artists .So feel free to chime in here(and Rune, sorry again, but please repost in this thread
)
Message Edited by vortexala on 05-06-2004 02:20 PM
bleh ![]()
What defines theTeras Kasi Artistrole in combat?
The Teras kasi order according to no book at all is supposed to be the jedi watchers or something.. since the only one teras kasi ever in a book was prince xizor and then it was merely mentioned leaves me to suspect that, while yes it is a mystical combination of physical prowess and spiritual harmony.. This combination can be quite devastating if the individual tka can use his/her powers to aid them in defeating a foe..
I'd like to see more than KD/Dizzy for the tka.. They should be more defensive even able to side step blaster fire so that they can close in (not to say they should be bullet proof).
What basic combat elements should they possess?
Basic combat elements should be the ability to choose from a few different styles of fighting (cosmetic changes) rely heavily on specials to debuff and slow the opponent would be the way to go.. make them more strategic
What offensive abilities?
With the lower damage output we will need to be more crafty in our specials (lower special costs must be applied here) allow us the ability to do status effect attacks and debuffs with some decent damage..
What defensive abilities?
High defence, low damage output perhaps some kind of snare attack like a low snap to the knee.. disarms and parries and counter combos would do heavy damage as opposed to normal attacks from the tka.. most of our specials should be in some form defensive..
What unique abilities?
We should not have to depend on armor or Other profession buffs.. I would like to see penalties for TKA wearing armor in fact.. We should have lower damaging moves but much higher defense.. Status effect attacks are a must.. make them a thinking man's profession where there is just more to it than the first person that gets off a KD/Dizzy.. 4 or 5 different combination of specials each countering the other in a rock paper scissors-like style combat when faced with other tka.. PVE combat should be harder vs Larger animals lets face it.. Do you really think bruce lee could kick a bantha's butt?.. PVE vs humanoid should be alot easier with defensive mods, debuffs and slowing attacks making the opponent unable to kite or run away very fast..
PVP depending on strategy used in one on one combat.. we should have a chance a good chance to take down anyone within our range hands down... we should also be able to keep someone with in our range
Should add what advantage or asset in group combat?
You want something slowed? You want something stunned or delayed? We should fill that role.. The tanking should be left to naturally heavier weapons ie Heavyswordsmen.. Our assest is speed and high defence and our ability to do serious status effects.. wide range area status effect attacks should be implemented at mastery
How could/should they interact with other professions?
Tka should be worth his weight in salt and should be a devoted profession much like that of the bounty hunter or jedi.. the honing of the body, mind and spirit should not be taken lightly.. with that being said they should be a must have for base terminal defence or scouting runs where there is not much flak from the enemy.. A tka in the open vs alot of ranged opponents should equal one dead and very stupid teras kasi master
What interaction / dependencies should exist with other combatants?
with what i said above i think that TKA should pretty much be masters of the status effect attacks and debuffing, they are pretty much codependant on thier ranged and heavier melee types for damage output.. but not so much that they cannot hold thier own.. Meditation is great for the tka for healing it should also heal damage faster than it does now, because of the fragile damage that they should do
What should be their unique role in the Galactic Civil War?
That depends on what the developers want to do as far as content.. remember most melee were not seen in the movies, some storyline quests would be nice to get us involved.. Perhaps different TKA faction houses siding with the rebels and Imperials and even one for nuetrality would be a big step into getting the true masters of unarmed fighting into the mix
My closing comment is just this:
So many people take tka for the simple fact that its cheap and easy on the skill points.. Lets change that up.. Lets make this profession a truly dedicated one much like that of Jedi or Bounty Hunter.. The trade off for the skill points is an effective fighting machine with the ability to stop anything humanoid..
Kinetic resists are getting redundant and since there is a level of superhumaness (if thats a word) involved with the tka why not let them meditate for different damage types
There should be a huge self buff option for the TKA in the form of meditation.. from damage types to defencive capabilities however just like in kung-fu before Cain went to throw down there should be meditation..
Im not saying turn them into dragon ball z characters but im sayin DO more with the profession make them a thinking man's profession virtually able to defeat any other profession with the right set of debuffs and status effects and counter attacks.. make them respected, make those who play them respected if they are good
Id like to see this done with the profession I love so much
who cares about jedi i got my TKM!!
RunemonIV wrote:
vortexala wrote:(idea stolen from Rune: sorry man, but I just wanted to be able to edit the main post)
What do You think the role of Teras Kasi Artist should be?You can see some other players ideas from this thread: What Do You Want TKs to Be? and the Developer started thread In-Concept Teras Kasi Artists .So feel free to chime in here(and Rune, sorry again, but please repost in this thread
)
Message Edited by vortexala on 05-06-2004 02:20 PM
bleh
What defines the Teras Kasi Artist role in combat?
The Teras kasi order according to no book at all is supposed to be the jedi watchers or something.. since the only one teras kasi ever in a book was prince xizor and then it was merely mentioned leaves me to suspect that, while yes it is a mystical combination of physical prowess and spiritual harmony.. This combination can be quite devastating if the individual tka can use his/her powers to aid them in defeating a foe..
I'd like to see more than KD/Dizzy for the tka.. They should be more defensive even able to side step blaster fire so that they can close in (not to say they should be bullet proof).
What basic combat elements should they possess?
Basic combat elements should be the ability to choose from a few different styles of fighting (cosmetic changes) rely heavily on specials to debuff and slow the opponent would be the way to go.. make them more strategic
What offensive abilities?
With the lower damage output we will need to be more crafty in our specials (lower special costs must be applied here) allow us the ability to do status effect attacks and debuffs with some decent damage..
What defensive abilities?
High defence, low damage output perhaps some kind of snare attack like a low snap to the knee.. disarms and parries and counter combos would do heavy damage as opposed to normal attacks from the tka.. most of our specials should be in some form defensive..
What unique abilities?
We should not have to depend on armor or Other profession buffs.. I would like to see penalties for TKA wearing armor in fact.. We should have lower damaging moves but much higher defense.. Status effect attacks are a must.. make them a thinking man's profession where there is just more to it than the first person that gets off a KD/Dizzy.. 4 or 5 different combination of specials each countering the other in a rock paper scissors-like style combat when faced with other tka.. PVE combat should be harder vs Larger animals lets face it.. Do you really think bruce lee could kick a bantha's butt?.. PVE vs humanoid should be alot easier with defensive mods, debuffs and slowing attacks making the opponent unable to kite or run away very fast..
PVP depending on strategy used in one on one combat.. we should have a chance a good chance to take down anyone within our range hands down... we should also be able to keep someone with in our range
Should add what advantage or asset in group combat?
You want something slowed? You want something stunned or delayed? We should fill that role.. The tanking should be left to naturally heavier weapons ie Heavyswordsmen.. Our assest is speed and high defence and our ability to do serious status effects.. wide range area status effect attacks should be implemented at mastery
How could/should they interact with other professions?
Tka should be worth his weight in salt and should be a devoted profession much like that of the bounty hunter or jedi.. the honing of the body, mind and spirit should not be taken lightly.. with that being said they should be a must have for base terminal defence or scouting runs where there is not much flak from the enemy.. A tka in the open vs alot of ranged opponents should equal one dead and very stupid teras kasi master
What interaction / dependencies should exist with other combatants?
with what i said above i think that TKA should pretty much be masters of the status effect attacks and debuffing, they are pretty much codependant on thier ranged and heavier melee types for damage output.. but not so much that they cannot hold thier own.. Meditation is great for the tka for healing it should also heal damage faster than it does now, because of the fragile damage that they should do
What should be their unique role in the Galactic Civil War?
That depends on what the developers want to do as far as content.. remember most melee were not seen in the movies, some storyline quests would be nice to get us involved.. Perhaps different TKA faction houses siding with the rebels and Imperials and even one for nuetrality would be a big step into getting the true masters of unarmed fighting into the mix
My closing comment is just this:
So many people take tka for the simple fact that its cheap and easy on the skill points.. Lets change that up.. Lets make this profession a truly dedicated one much like that of Jedi or Bounty Hunter.. The trade off for the skill points is an effective fighting machine with the ability to stop anything humanoid..
Kinetic resists are getting redundant and since there is a level of superhumaness (if thats a word) involved with the tka why not let them meditate for different damage types
There should be a huge self buff option for the TKA in the form of meditation.. from damage types to defencive capabilities however just like in kung-fu before Cain went to throw down there should be meditation..
Im not saying turn them into dragon ball z characters but im sayin DO more with the profession make them a thinking man's profession virtually able to defeat any other profession with the right set of debuffs and status effects and counter attacks.. make them respected, make those who play them respected if they are good
Id like to see this done with the profession I love so much
who cares about jedi i got my TKM!!
What he said
I want TKA's to be able to run around unarmed, WITHOUT vk's. I truly feel that VK's are an abomination to an unarmed class.
Allow the VK's to stay in the game, but allow them to be crafted with different damage types. Change the way that damage and vk's work with each other. Presently you take your unarmed dmg modifier and ADD the vk dmg range and thats where you get your dmg output. I say give us other damage types but only use the vk's for determining dmg output. So if you went without vk's your max damage would be 250 at master, but if you used vk's with say acid damage, your damage range would be 73-178 (or whatever the vk's range is). This allows versatility to a class that desperately needs it, but at the same time... doesnt make it overpowered.
In Power Techniques 4, grant theTeras Kasi Expert (sit down before you read this) natural armor piercing. We would be tied solely to our unarmed damage modifier, but our unbuffed HAM costs would be less and we would still get AP1. Given that Teras Kasi means "steel hands" this isnt much of a stretch and would go a long way to showing that TKA's are indeed masters of their body.
As it stands now, a TKM only gets +20 Knockdown Defense and +5 Defense vs Dizzy. These defenses should be much higher. +20 might as well mean +0. The TKA's most devastating attack is a Dizzy and Knockdown combo, but yet the TKA is the most vulnerable of all the melee classes and even most of the ranged professions. Even Carbineers get +15 Defense vs KD. I believe that +40 Defense vs Knockdown and +15 Defense vs Dizzy are much more sensible numbers.
With the VK changes i have proposed,our damage output totally unarmed (with natural armor piercing) woudl be about in line with other classes given the huge amount of creatures and armor out there with high kinetic resists.
EDIT- Fixed a grammar error... probably more... deal with it ![]()
Message Edited by mochloD on 05-06-2004 06:02 PM
mochloD wrote:
I want TKA's to be able to run around unarmed, WITHOUT vk's. I truly feel that VK's are an abomination to an unarmed class.
Allow the VK's to stay in the game, but allow them to be crafted with different damage types. Change the way that damage and vk's work with each other. Presently you take your unarmed dmg modifier and ADD the vk dmg range and thats where you get your dmg output. I say give us other damage types but only use the vk's for determining dmg output. So if you went without vk's your max damage would be 250 at master, but if you used vk's with say acid damage, your damage range would be 73-178 (or whatever the vk's range is). This allows versatility to a class that desperately needs it, but at the same time... doesnt make it overpowered.
In Power Techniques 4, grant theTeras Kasi Expert (sit down before you read this) natural armor piercing. We would be tied solely to our unarmed damage modifier, but our unbuffed HAM costs would be less and we would still get AP1. Given that Teras Kasi means "steel hands" this isnt much of a stretch and would go a long way to showing that TKA's are indeed masters of their body.
As it stands now, a TKM only gets +20 Knockdown Defense and +5 Defense vs Dizzy. These defenses should be much higher. +20 might as well mean +0. The TKA's most devastating attack is a Dizzy and Knockdown combo, but yet the TKA is the most vulnerable of all the melee classes and even most of the ranged professions. Even Carbineers get +15 Defense vs KD. I believe that +40 Defense vs Knockdown and +15 Defense vs Dizzy are much more sensible numbers.
With the VK changes i have proposed, are damage output totally unarmed (with natural armor piercing) woudl be about in line with other classes given the huge amount of creatures and armor out there with high kinetic resists.
Sounds good to me!
Give us
/unarmedArmorJointHit1 and 2
1 at novice
2 at master
incredibly high ham costs but hits someone in the joint of their armor below the helmet
AP3
moderate damage random pool
1 should be like a ap3 unarmedhit1
and 2 like an ap3 unarmedhit2
give us some dodge block and counterattack mods
my currrent template just out of random chance involves one handed 4 master swordsman and rifles 4 and when i use COB as a tka i see an incrediblw amount of dodge/block/counterattack give us some innate to the tka proffesion though
we are like the only combat proffesion with no active defense skill mod
mochloD wrote:
I want TKA's to be able to run around unarmed, WITHOUT vk's. I truly feel that VK's are an abomination to an unarmed class.
Allow the VK's to stay in the game, but allow them to be crafted with different damage types. Change the way that damage and vk's work with each other. Presently you take your unarmed dmg modifier and ADD the vk dmg range and thats where you get your dmg output. I say give us other damage types but only use the vk's for determining dmg output. So if you went without vk's your max damage would be 250 at master, but if you used vk's with say acid damage, your damage range would be 73-178 (or whatever the vk's range is). This allows versatility to a class that desperately needs it, but at the same time... doesnt make it overpowered.
In Power Techniques 4, grant theTeras Kasi Expert (sit down before you read this) natural armor piercing. We would be tied solely to our unarmed damage modifier, but our unbuffed HAM costs would be less and we would still get AP1. Given that Teras Kasi means "steel hands" this isnt much of a stretch and would go a long way to showing that TKA's are indeed masters of their body.
As it stands now, a TKM only gets +20 Knockdown Defense and +5 Defense vs Dizzy. These defenses should be much higher. +20 might as well mean +0. The TKA's most devastating attack is a Dizzy and Knockdown combo, but yet the TKA is the most vulnerable of all the melee classes and even most of the ranged professions. Even Carbineers get +15 Defense vs KD. I believe that +40 Defense vs Knockdown and +15 Defense vs Dizzy are much more sensible numbers.
With the VK changes i have proposed, are damage output totally unarmed (with natural armor piercing) woudl be about in line with other classes given the huge amount of creatures and armor out there with high kinetic resists.
Overview: The Teräs Käsi Profession currently has no definition of what our role truly is. This is my vision, and I welcome discussion if you feel so inclined.
Teräs Käsi is largely accepted to mean "Steel Hand." Basically, all that is truly known is that it is a Martial Art in the Star Wars Universe. It is thought that the Teräs Käsi formed an Order that watched the Jedi, ensuring that they were kept in check. These are the assumptions that I use for my vision, and as such are used as facts throughout this document.
- The Teräs Käsi Artist is adept at using his or her body as a weapon. Though not as strong as someone with a weapon, their speed should be unmatched, and their ability to evade and counterattack an opponent unparalleled. The basic fundamentals of any martial art are to block an opponent's attack (by actually blocking or evading the attack)and to cause enough damage to finish a fight quickly. A martial artist will target vulnerable areas on their opponent's body, and make every hit count. Teräs Käsi Artists should reflect this, and be formidable opponents.
- The Teräs Käsi Artist utilizes their inner spirit (so to speak) to ward off the effects of poisons, diseases, and even wounds. Early in training the Teräs Käsi are even able to "boost" their physical strength (read self-buff). The strongest of Teräs Käsi (read Masters) should be able to channel that "chi" into their attacks and defenses. Be this in the form of stronger overall defenses, or an enhanced ability to recover from incapacitation, or even an enhanced ability to "boost" their physical attributes (read enhanced powerboost).
These are the basic principles that define a Teräs Käsi's abilities. They are reflected in my view of what our profession should be, which I share with you now.
- What offensive abilities?
- Speed. Without the encumberance of wielding a weapon the Teräs Käsi Artist is faster than his or her opponents.
- Accuracy. Related to above, the Teräs Käsi Artist does not have the luxury of being able to hit an opponent with a large weapon, knowing that some part of it will hit them. Therefore they train to be precise strikers, ensuring that their opponent goes down quickly.
- Speed. Without the encumberance of wielding a weapon the Teräs Käsi Artist is faster than his or her opponents.
- What defensive abilities?
- Defense versus States. The proficient Teräs Käsi Artist should be very difficult to catch unaware, and therefore be quite resistant to being knocked down / posture changed, dizzy, and stunned. Anyone can be blinded or intimidated by an opponent, as should we.
- A Teräs Käsi Artist should be very quick (reflexes), and able to evade or block an incoming attack. Every martial artist is trained to counterattack their opponent(s), and the Teräs Käsi are no exception.
- Defense versus States. The proficient Teräs Käsi Artist should be very difficult to catch unaware, and therefore be quite resistant to being knocked down / posture changed, dizzy, and stunned. Anyone can be blinded or intimidated by an opponent, as should we.
- What unique abilities?
- Meditation. Our abilities are on par here, except that at mastery we should be able to utilize Force of Will a little more frequently, and the duration and/or effects of Powerboost should be enhanced.
- Meditation. Our abilities are on par here, except that at mastery we should be able to utilize Force of Will a little more frequently, and the duration and/or effects of Powerboost should be enhanced.
- Should add what advantage or asset in group combat?
- We should be one of teh main "tanks" in a group. The Teräs Käsi Artist knows how to absorb damage throughout a fight, maintaining their composure while they continue to cause their opponent significant damage.
- We should be one of teh main "tanks" in a group. The Teräs Käsi Artist knows how to absorb damage throughout a fight, maintaining their composure while they continue to cause their opponent significant damage.
- What interaction / dependencies should exist with other combatants?
- The Teräs Käsi have a very limited range of damage types, and rely on other professions to help take down opponents who are resistant to us.
- The Teräs Käsi have a very limited range of damage types, and rely on other professions to help take down opponents who are resistant to us.
- What should be their unique role in the Galactic Civil War?
- As the Extended Universe suggests, the Teräs Käsi should be one of the front lines against those Jedi who abuse their powers. Through inner strength the Teräs Käsi ahould be able to resist the Jedi's force abilities, and act as "Watchers."
- As the Extended Universe suggests, the Teräs Käsi should be one of the front lines against those Jedi who abuse their powers. Through inner strength the Teräs Käsi ahould be able to resist the Jedi's force abilities, and act as "Watchers."
Please note, this is just my very basic rundown of most of the main points, and only what I think the Teräs Käsi are designed to be. There are many things I could elaborate on, such as the Teräs Käsi Order, specific strengths and weaknesses compared to professions, etc., but I felt the purpose of this thread was to gain an overview of what we thought Teräs Käsi should be.
Again, I agree with most people, bump up defenses, but lower the damage we do. Here's the way I see it:
Swordsman: Defenses (Highest-lowest modifiers) Toughness, Block, Dodge
Rationalization: They have big as swords... They're tough form carrying them so they should have a good toughness modifier. Also, jumping around with a 100 lb sword held at arms length is hard, it'd be easier to block with it, so those two come in that order.
Fencer: Dodge, Block, Toughness
Rat.: They're hella quick, like their swords. If they can't dodge something, they'll block it. Their swords are smaller, and with Dodge and block they arne't really sued to getting hit so they arne't too tough.
Teras Kasi Artist: Block, Toughness, Dodge
Rat.: We're quick with our hands, and should be able to block alot of attacks. When that fails, we'll absorb them with our body, after all, we train by getting beaten on. Or we can dodge... Toughness and dodge can be reversed, haven't decided on that.
Pikeman: Block, Dodge, Toughness
Rat.: They have a big weapon that should be easier to block with, when really trained, then any other profession. Also they need to be quick, they CAN get their long polearms around once per second after all so they should be able to dodge. Lastly they should be relativly tough, but less so then Swordsmen or TKAs.
Ratings:
Toughness: Swordsman, TKA, Pikeman, Fencer
Dodge: Fencer, Pikeman, TKA, Swordsman
Block: TKA, Pikeman, Fencer, Swordsman
Also, I think we should get rid of VK's and give a type of glove. Little, if any, added damage, but lowering the Health and Action costs for specials. In theory we hurt our H/A because of the impact, and Mind due to concentration. The Gloves would lessen impact, but keep the concentration their so no less of a Mind cost. Give them Kinetic damage, and possibly one more type... (Heat, Cold, Energy[??], or something)
ust my two cents.
PS: I know I'm not very precise with the defenses, but just those basic three should have SOME reasoning behind it...