Teras Kasi Archive

Thread: Screwed again...this time in a vette.

Duckfat
Tue Apr 13, 2004 6:28 pm
#1

What is the deal with everything in the corellian corvette being about 95% kinetic resist and basically anti-TKM in every aspect possible? Now in the corvette we are no good offensively as we are rediculously gimped by the resists and we are no good defensively as we make **edit**ty tanks there cuz they keep spamming AOE ranged fire instead of going melee against us when we are fighting them melee.


The devs have completely given in to all the nerf herding whines and made a dungeon that renders the TKM useless. I am not asking for them to make it easy or anything but at least give a TKM a chance to do something useful in the group. The close quarters fighting inside of a ship is something that the TKM should excel at not be gimped in. And it is fine that certain mobs are 95% resist to prevent a damage type like TKM of being able to solo the entire dungeon but everything having that resist is a bit overkill.


I know there are going to be a bunch of flames here from the TKM haters but something has got to be done. Hopefully the new RKs will fix this problem if any TKMs can get their hands on some without having to sell their soul to a WS.



Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
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ThorBattlehammer
Tue Apr 13, 2004 7:11 pm
#2

hmm i dont think id say that we're gimped defensively. i wear 80% comp and when im going all out offence i go with my powerhammer/scythe. when i start to take a beating i switch to my vks, go auto attack and heal up. when i go tkm i take MUCH less damage then when im swinging my hammer. although as a wook, you really are limited as to what you can tank, even with the new wook armor. that may be where your problems are.



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Behold, a Pale Bantha, and the Wookiee who rode on It was Death, and Hell followed with Him.
MrShoeny
Wed Apr 14, 2004 9:08 am
#3






ThorBattlehammer wrote:
hmm i dont think id say that we're gimped defensively. i wear 80% comp and when im going all out offence i go with my powerhammer/scythe. when i start to take a beating i switch to my vks, go auto attack and heal up. when i go tkm i take MUCH less damage then when im swinging my hammer. although as a wook, you really are limited as to what you can tank, even with the new wook armor. that may be where your problems are.






Yeah, but he's specificially talking about the high resist to kinetic in the corellian corvette. I say it makes it more interesting that way though. Go pick up swordsman if you want to do melee in the vette.



Liryc of Tarquinas
JediMasterZero
Wed Apr 14, 2004 9:14 am
#4

Wow...the corvette sounds like it was geared towards us not being able to compete in it.



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dorsai78664
Wed Apr 14, 2004 10:21 am
#5

I would disagree somewhat with the original post. Even with high kinetic resists, being able to tack on state attacks can be a real advantage with a group. It is pretty common that many PvP encounters with creatures can successfully be handled by a melee attacker. We are built for it. However, that also means much less of a need to group. It is true that a TK doesn't have the greatest ranged defense but that is a tradeoff for having very good melee defense, great state attacks, and a very high offensive potential.


The Corellian Corvette was designed more than the previous dungeons to be a group activity. I can see big advantages to having a TK in the group even if the resists are quite high. Sticking a dizzy, intimidate, stun, and blind can do amazing things for the abilities of the entire group to survive.


I have not yetbeen to the Corvette but I still see my TK skills being effective.





COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187


Duckfat
Wed Apr 14, 2004 1:17 pm
#6






dorsai78664 wrote:

I would disagree somewhat with the original post. Even with high kinetic resists, being able to tack on state attacks can be a real advantage with a group. It is pretty common that many PvP encounters with creatures can successfully be handled by a melee attacker. We are built for it. However, that also means much less of a need to group. It is true that a TK doesn't have the greatest ranged defense but that is a tradeoff for having very good melee defense, great state attacks, and a very high offensive potential.


The Corellian Corvette was designed more than the previous dungeons to be a group activity. I can see big advantages to having a TK in the group even if the resists are quite high. Sticking a dizzy, intimidate, stun, and blind can do amazing things for the abilities of the entire group to survive.


I have not yetbeen to the Corvette but I still see my TK skills being effective.








The last line of your post pretty much summed it all up. Try going to the vette and sticking a state effect on anything. It happens but not very often. As for your ideas of what TKAs are good for here is what happens in the vette:


Good melee defense - like I said they dont go into melee even if you are at 0m hitting them, they will just keep firing that rediculously overpowered carbine (1k-2k dam 2.0 spd base on the weapon). = good melee defense negated.


Great state attacks - again they must have serious state defenses cuz these rarely stick = great state attacks negated.


Very high offensive potential - when everything has kenetic resists in the 90%s and most with at least med armor your offensive potential really isnt very high = very high offensive potential negated.


In addition melee can usually count on using high kinetic layered armor but now that they no longer fight back with melee you are usually taking about 30-50% more damage depending on your armor base effectiveness vs the layered resist.


Like I said in the first post I am not asking for the kinetic resists to be lowered on all the mobs but just that the different mobs have different high resists. That would make it more suited for needing various professions in your group and not making it so that it is singling out a specific profession.


So far the only thing that was not negated in the vette is the TKM ability to meditate to heal wounds and people are even crying about that without even realizing that if you look at the groups that are doing well and even finishing the vette you will notice that none of the members list TKM as a primary profession. Sure they may be TKM/something else but I bet that they were not using the TKM part very much if at all.




Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
Oberon131313
Wed Apr 14, 2004 1:29 pm
#7


wow....when I first saw the title of this thread, I was waiting for some juicy and scandalous story...





Jemus Halcyon - Guardsman. Officer of ICE.Jemas' Ackran_Master DE / Tailor
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antares_Kauri
Wed Apr 14, 2004 1:46 pm
#8

There were several high-level NPCs in the Imperial vette that only had 50% kinetic resists. And almost all of them had very low blast/energy resists.

antares
master pikeman

Message Edited by antares_Kauri on 04-14-2004 02:40 PM



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Phear_Phaktor
Wed Apr 14, 2004 2:28 pm
#9






MrShoeny wrote:
Go pick up swordsman if you want to do melee in the vette.



Negative. Go pikeman



Phear Phaktor
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Skeptic666
Wed Apr 14, 2004 2:34 pm
#10

NEENER!



Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
Mori-Mori
Wed Apr 14, 2004 2:56 pm
#11

at least it didn't happen in a nova.


har har




this is discouraging.
Utess
Wed Apr 14, 2004 3:14 pm
#12

If it makes you feel any better, the new Death Watch dungeon looks much more friendly to everyone from the initial looks we've gotten at it on test. Keep in mind that this is *very* early on so everything might change.


But, the way it stands right now at least, all the mobs in the new Death Watch cave have HAMs about the same size as the Corvette mobs, and tons of medium/high armor. But, all the resistances are mostly even across the board, and in most cases, 50% or less. This means, resistance wise at least, every profession is pretty much equal in there.


Initial reports from people going in there(and from the little bit they've managed to access so far) is that it is a very hard dungeon, more so than the Geo Caves, but less than the Corvette and it looks to be fairly friendly to most of the Elite combat professions out there.


This is all subject to change though and I'm only passing on what I've heard. I'm going to try and give it a go later this week myself. I want that new weapon schematic





________________________________

'Tess

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Sirisandir
Thu Apr 15, 2004 4:40 am
#13

Yeah, that was annoying I did the corvette and i couldnt do sh!t all;and i had 88% resist armor....



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