Teras Kasi Archive
Thread: A TKM template from a PVPer's prespective
Message Edited by Jedi-scout on 07-18-2004 01:11 PM
herderman wrote:
i love this template but i don't want to give up mine but im definitley thinking about it!
It's just as effective in PVE, take Nighsisters for example, you can kill every kind, elders are of course the exception. A protector with a good poison stack on it, will die in about 1-2 minutes.
When I used to kill elders I had 4 4 0 4 CM / TKM with 1 0 1 4 in marksman as a template. you can finish off that 1 mind pool with either a speedy DLT20 or DH17 carbine. With a warcry/intimidation macro running, poison and disease stackit would take on avg about 30-35 minutes to take one down. If you time your buffs right its a great way to end your looting session. It's not as effective of a template in PVP as dots are too common.
teeth0r wrote:
Nice template.. however you will have low defenses (you'll have to be on Thakitillo constantly or you will be going down - and you'll have no way to stop Lunge attacks), and I don't really see the point of 0004 CM - sure you can toss poisons, but they will have very poor ticks - best to let the real CM in the group get the poisons in - he/she will over-write yours anyway. How about 0400 CM instead so you can heal your friends mind pools? That would be more handy I'd say.
Also explain how you intend to do damage.
teeth0r wrote:
You're not helping in a group if you're spending time throwing poisons that the dedicated CMs just over-write. TKMs do not have abundant defenses. I am a TKM with 3400 Fencer, and I'd still like to have more. However with the defenses I do have, I rarely if ever get brought down by KD or Lunge even without using Thakitillo- which leaves my food bar available for other things.
First and foremost, you will tank but do zero dmg to anyone period with your template.
Second, your not there to spam poisons if you have an MCM in group, you are there to spam states, your poison is your dmg back-up. CM'S have range nerfs now.
Your not being KD'd due to your fencer, your defenses dont stack contrary to what you think. Your defenses will only apply to the weapon equipped. As for dedicated CM's, in case you have forgotten they have been severely range nerfed, meaning they are within rangeto get headshot spammed and they can no longer havlat spam. They are the ones with zero defense mods, and since there is no timer on mind heals and the fact MCM's gain a higher heal mod than someone with 0 4 0 0, the mere fact you would mention this is somewhat ludicrous.
Also explain how you intend to do damage.
No-one does damage these days apart from dedicated CMs and Riflemen, if you're putting TKM in your template your job is to charge into the enemy and try to control/disrupt/kd their CM/RMs so thatyour CM/RMs can double/triple/quadruple team them. That's the only way to quickly kill well-prepared PVPers today.
You just proved my point with the first line in this paragraph in regards to damage. A TKM's job is to spam states not spam KD, when carbineers or other ranged / meleeprofessions have a vast amount of posture changes. All someone needs is Thakitillo and your stuck spamming a posture change that wont work, or one that will disrupt a teamates and cancel it out all together,when a blind/stun/intimidate will be ten times more effective on a Rifleman. If you are talking about large scale PVP, then this whole statement is severely flawed. And whats going to happen once your MCM goes down? Not to mention the fact an MCM can't be everywhere as they have limits, as I said, to their range? Besides most MCM's will spam area poisons AND diseases, if you know your role you would spam singles as it WILL stack.
If you insist on spending points in partial CM at the expense of defenses, I reckon a mind heal is more useful - it's very rare to have a meleer that can heal a fellow meleers mind, usually the CMs are further away from the action and don't do much emergency mind healing.
I do like the option of mindheal do not get me wrong. As a TKM you can simply meditate the wounds, however you keep thinking its all about the poisons when thats 50% of the 0 0 0 4 CM line. You totally neglected the part of terrain negotiation, you are not going to always have a squad leader available, and on a solo front your toast against any ranged with next to no terrain neg. And if you want to talk about support, what are the chances you will need to mind heal someone if your can cure their dots?
DhSmuggler wrote:
I would have to say that this is not a shabby template at all
BUT
I see two problems with it....well not with the template itself but its weaknesses...
M. rif / Master doc
or
MCM / Master doc
1) your psns are useless cuz he can heal them away.....
and the rifleman can out dmg you for mind... but i like the template a lot...fun fun
Message Edited by MagicalHAt on 07-18-2004 08:45 PM
MagicalHAt wrote:
What do you mean defenses dont stack?????
Mine are stacking right now.....
This is actually a big error on my part, for some reason I was thinking of toughness rating. Yes def mods will stack until cap is reached.
And I would be weary of CM as it seems its to be nerfed in the near future.....
Any future changes won't occur until after JTL
You could do
TKM/Doc 4000/Fencer 4430 that gives you massive defense and the cures still...
You would be difficult to KD or posture change, your melee def is overcapped, you have zero def vs ranged, you have zero terrain neg. Where is the damage coming from in this template?
Any good doc can make Med use 55 Poision and disease cure b'swith janta blood.
Even with janta blood, all the points spent into bringing it to 55 med use would really make the cure useless.
Or
TKM/Doc 4030/Fencer 4400
That gives you the med use and the extra defenses.
This makes more sense to me, however there is still an issue with damage and for that matter accuracy in fencer.
Message Edited by MagicalHAt on 07-18-2004 08:45 PM
Jedi-scout wrote:
MagicalHAt wrote:
What do you mean defenses dont stack?????
Mine are stacking right now.....
This is actually a big error on my part, for some reason I was thinking of toughness rating. Yes def mods will stack until cap is reached.
And I would be weary of CM as it seems its to be nerfed in the near future.....
Any future changes won't occur until after JTL
You could do
TKM/Doc 4000/Fencer 4430 that gives you massive defense and the cures still...
You would be difficult to KD or posture change, your melee def is overcapped, you have zero def vs ranged, you have zero terrain neg. Where is the damage coming from in this template?
Any good doc can make Med use 55 Poision and disease cure b'swith janta blood.
Even with janta blood, all the points spent into bringing it to 55 med use would really make the cure useless.
Or
TKM/Doc 4030/Fencer 4400
That gives you the med use and the extra defenses.
This makes more sense to me, however there is still an issue with damage and for that matter accuracy in fencer.
Message Edited by MagicalHAt on 07-18-2004 08:45 PM
I like the defensive aspects of either template, the costs for melee def take away any ranged def or attacks. Damage also becomes a serious issue. Granted there are dot fencer weapons out there, but there is also a 3 second timer on weapon switching, as well as an issue on accuracy. You would tank for sure, but there wouldnt be much damage behind it if any.
hm hm with the stacked defenses you have 114+ ranged defense and 136+ meele defense
I think I am going to go with the last template I menitioned to you.
Jedi-scout wrote:
First and foremost, you will tank but do zero dmg to anyone period with your template.
That's what I said in my post. Err?
Second, your not there to spam poisons if you have an MCM in group, you are there to spam states, your poison is your dmg back-up.
That's also what I said in my post.. if you are arguing with me, why are you using my arguments?
CM'S have range nerfs now.
Irrelevant.
Your not being KD'd due to your fencer, your defenses dont stack contrary to what you think.
Completely wrong. I have 3400 Fencer which gives me melee def, ranged def and state defs which stack with any profession.
Your defenses will only apply to the weapon equipped.
That's only Dodge, Counterattack and Block, of which I have zero in my template as they don't work with TKM.
As for dedicated CM's, in case you have forgotten they have been severely range nerfed, meaning they are within rangeto get headshot spammed and they can no longer havlat spam. They are the ones with zero defense mods, and since there is no timer on mind heals and the fact MCM's gain a higher heal mod than someone with 0 4 0 0, the mere fact you would mention this is somewhat ludicrous.
This makes no sense whatsoever. CMs in the past rarely if ever spent the entire fight standing 90m away from the enemy, most of the time both sides rushed at each other to kill each others CMs. Either way, what does this have to do with your template. You advocate CM 0004 so you can throw low-tick poisons that get over-written by the dedicated CMs and therefore are pointless. I'm saying that if you *insist* on putting CM in your template (I sure as hell wouldn't, and don't) then the most useful skill to get with the 14 points you have available is the mind heal 0400.
You just proved my point with the first line in this paragraph in regards to damage. A TKM's job is to spam states not spam KD, when carbineers or other ranged / meleeprofessions have a vast amount of posture changes.
Oh please. Carbineers are almost extinct in PVP, the only ranged profession you will see in a top PVP squad is Rifleman, and they have no useful posture down attacks. The low accuracy of Ranged professions in general also means they are nowhere near as good at applying posture states as melees. They are also completely useless vs Jedi. Right now if you want to KD/posture down reliably TKM is the way to go. You intimidate, the riflemen dizzy, you KD or Lunge and get everyone to focus their fire so the target is dead before they can get up.
All someone needs is Thakitillo and your stuck spamming a posture change that wont work, or one that will disrupt a teamates and cancel it out all together,when a blind/stun/intimidate will be ten times more effective on a Rifleman.
Posture down is extremely effective coupled with dizzy, which is easy to apply as a TKM, or can be applied wholesale by the RMs on your own side. As a TKM your job is to intimidate them, then get them on the ground so they cannot escape, and can be killed more quickly. Either way, this talking about TKM skills is completely beside the point. You posted your template and I am critizing the lack of defenses and the CM component of it.. we both like and use TKM.
If you are talking about large scale PVP, then this whole statement is severely flawed. And whats going to happen once your MCM goes down? Not to mention the fact an MCM can't be everywhere as they have limits, as I said, to their range?
That's not how a melee should be thinking, your job is to take down their CM before they take down yours.Again, a low-tick single poison isn't going to help you very much. Master CMs still complain about their DPS, the DPS of 0004 CM is almost nothing by comparison. Better to have more defenses, or if you insist on CM, better to be able to throw out a mind heal to your fellow melees as you try to take down the enemy RM/CMs, in my view.
I do like the option of mindheal do not get me wrong. As a TKM you can simply meditate the wounds, however you keep thinking its all about the poisons when thats 50% of the 0 0 0 4 CM line. You totally neglected the part of terrain negotiation, you are not going to always have a squad leader available, and on a solo front your toast against any ranged with next to no terrain neg.
You have a point there, however personally I am rarely without a Squadleader in group PVP. In the rare situations where I'm in a group fight without a Squadleader, and a ranged is trying to kite me upa hill..I'll just let him go tbh. He can't force me to fight with all the cover a player city provides. As for solo, I don't solo.. it's rather pointless with the number of Jedi Knights on my server.
And if you want to talk about support, what are the chances you will need to mind heal someone if your can cure their dots?
Depends on context.. if everyone in your group gets cured before the poison ticks then it's all good. However just a couple of ticks of a spider poison can seriously weaken most non-docs. Since about 90% of PVP deaths come about by mind incaps it stands to reason that having a mind heal on a melee char who would be naturally close to the action would be handy. However as I said, I prefer the extra defenses of Fencer.
In closing this is a balanced group and solo template, if you feel I am wrong, simply head to Bloodfin forums and ask if I am a factor in PVP or not.
This isn't a question of 'wrong' or 'right', and I'll be having this discussion here, in this forum, where you started it.
In any case rather than try to shoot down someone's template, perhaps a more constructive approach would be to simply post your own in the same format.
No it wouldn't. You posted this template for a critique, and that's what you're getting. If you don't like what people have to say about it - tough. We're not hear to pander to you. My initial post and this one are both full of constructive criticism.
Trying to dictate to someone that their template is flawed because you don't like it is not the right approach.
LOL! Why else would I make a post detailing what I thought were the flaws in your template? You can disagree with whatI say and post rebuttals if you wish. You started this by posting the template, if you don't like what I have to say, fine, but don't presume to tell me what I can and cannot say.
Again, head to Bloodfin and ask around, you will be most surprised at the response.
I could care less what your friends think about you. If you think that criticizing your template is the same as critizing YOU as a person, you need to get some thicker skin.