Teras Kasi Archive
Thread: The joy of Advanced Dizzy Attack in our masterbox.
Spotting a difference between being dizzy or not is like spotting a needle in a haystack. The effect is there, although microscopic. I notice no real difference in chance to hit at all, but I do notice a very minor effect on damage output.
Dizzy: Reduces your defenses. -1 damageoutput when dizzy, +4 damage vs dizzy
Blind: Reduces your accuracy. -4 damageoutput when blind, +1 damage vs blind
Stun: Slightly reduces your damage and defense modifiers. -37 damageoutput when stunned, +1 damage vs stunned
If I do not see a noticeable effect, why would I even care to apply that state?
Which brings up another interesting discussion: Why should my State (which is even my Master ability) be counterable by Dizzy Recovery... a counter givento almost every elite combat character in the game... when none of the Smuggler's new and unique states, and none the Combat Medic states can be countered the same way?
So my profession is given Dizzy. Swordmen gets Armorbreak (non counterable), Pikemen get's Warcry/Intimidate (non counterable), Fencers have Binding Strike (non counterable), Riflemen get's Knee-Cap Shot (non counterable), Pistoleers get lots of states (most non counterable) and the very same with Carbineer.
So why should my given State be recoverable by all professions, while the rests are not?
Sorry for the rant.
Here is the problem I am seeing with TK community... Innate armor works great for us, and everyone is so in love with how great tank we are (TK/DOC), they do not want to hear any of our problems. I get a lot of "We are fine, don't change anything.."...or "Just use your attacks from other prof, like swords...TK is there just there for innate".
- No one wants to hear that we get one shot killed by high end mobs.
- Can not hold agro. Taunt is not that good.
- 2.1.0.0TK is a better tank then MTK when wearing armor.
- Our entire profession can be summed up to 2.1.0.0 and innate.....
- Oh...forgot that our SAC with no weapons is terrible.
I would love to see title MTK mean a bit more then just "innate armor". I would love to see COB and PB moved up the tree (or adv version), taunt fixed, and our attacks improved (not dmg, just something useful), but It doesn't look like many people are lobbying for it. I love being MTK/MDOC, and I can understand that given SOE history, why people are afraid to have anything changed because in general things are quite good now. Without a doubt there is room for improvement.
Message Edited by Martimus on 07-29-2005 06:58 PM
Message Edited by Martimus on 07-29-2005 07:10 PM
MsNiL wrote:
I have ran some tests with the pre-cu states... They are supposed to meddle with accuracy/defense but do they?
Spotting a difference between being dizzy or not is like spotting a needle in a haystack. The effect is there, although microscopic. I notice no real difference in chance to hit at all, but I do notice a very minor effect on damage output.
Check theese out:
Dizzy: Reduces your defenses. -1 damageoutput when dizzy, +4 damage vs dizzy
Blind: Reduces your accuracy. -4 damageoutput when blind, +1 damage vs blind
Stun: Slightly reduces your damage and defense modifiers. -37 damageoutput when stunned, +1 damage vs stunned
So what's the issue.
The effect is not great enough to be noticeable. When I invest action, time and effort in an attack I expect it to assist me in the battle as much as any other state available from any other profession.
If I do not see a noticeable effect, why would I even care to apply that state?
Which brings up another interesting discussion: Why should my State (which is even my Master ability) be counterable by Dizzy Recovery... a counter givento almost every elite combat character in the game... when none of the Smuggler's new and unique states, and none the Combat Medic states can be countered the same way?
So my profession is given Dizzy. Swordmen gets Armorbreak (non counterable), Pikemen get's Warcry/Intimidate (non counterable), Fencers have Binding Strike (non counterable), Riflemen get's Knee-Cap Shot (non counterable), Pistoleers get lots of states (most non counterable) and the very same with Carbineer.
So why should my given State be recoverable by all professions, while the rests are not?
Sorry for the rant.
I applaud you. I've been too lazy to test these out myself recently, but I've had lots of curiousity as to whether they actually were worth using in a fight whether it be PvP or PvE. Thanks for saving me time lol.
Roswell wrote:
I agree with your post, it's realistic. I'm not saying that we should have an incredible damage output, since after all we are tanks, not heavy hitters, but I'd like to see something useful given to us at master. At present it seems like our best attack is Melee Strike, which is kind of sad.
You know, "Combo Hit" is pretty wierd. The description suggests "A flurry of attacks". Well, I see 1 attack, that do like 1-300 damage (depending on what I am hitting). The template I am using have Impale as wellthat do like 5-600 damage. I am currently using Impale+Melee Assault as combo, and I am even wondering if it's time to give up TKA for Swordman since Innate Armor cannot be armorbreak sliced...
Whoever say "TKA is fine and working as intended" are fooling themselves ![]()
Yeah "Defense (5) mybum. ^_^
keenism wrote:
Mankind should simply copy/paste this along with your armor break thread and relay it along to the devs. You seem to be one of the few who understand this profession is nothing more than a pickpot, and there is no real reason to master it unless you cannot afford armor. Nice job on the research btw.
Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate(3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)
Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy.Their damage output is only moderate however making them less than ideal for taking opponents on their own.
MsNiL wrote:
Yeah "Defense (5) mybum. ^_^
keenism wrote:
Mankind should simply copy/paste this along with your armor break thread and relay it along to the devs. You seem to be one of the few who understand this profession is nothing more than a pickpot, and there is no real reason to master it unless you cannot afford armor. Nice job on the research btw.
Remember this one?
Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate(3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)
Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy.Their damage output is only moderate however making them less than ideal for taking opponents on their own.
iijin wrote:
MsNiL wrote:
Yeah "Defense (5) my bum. ^_^
keenism wrote:
Mankind should simply copy/paste this along with your armor break thread and relay it along to the devs. You seem to be one of the few who understand this profession is nothing more than a pickpot, and there is no real reason to master it unless you cannot afford armor. Nice job on the research btw.
Remember this one?Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate (3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy. Their damage output is only moderate however making them less than ideal for taking opponents on their own.
this is the one I dont get, but every swords/tkm will shoot you down and say that TKM is fine, "you just need to get swords"....pathetic
They should just take away all of our attacks... Who needs them... TK is just about free armor...right ?....just pick up some swords or PISTOLS and you will not see any problems with this profession.
Or you go MBH/MPis/0440 Carbineer and armorbreakslice your armor. You will then have more defense than TKA can even dream of, with CoB as the only exception. (MBH only get +250 for their Parry Riposte).
Martimus wrote:
They should just take away all of our attacks... Who needs them... TK is just about free armor...right ?....just pick up some swords or PISTOLS and you will not see any problems with this profession.