Teras Kasi Archive

Thread: No tanking so what's the role of tka?

SettingSun
Sat May 14, 2005 8:51 pm
#1

There is not such thing as tanking, post cu.


If you try to be a meat shield against 3 or more equal or higher level mobs, you or the CM you asked to heal you is going to be dead.


Alpha striking is the name of the game. Just group up with other range builds and root and shoot.


We are a tank, but fall behind with range defense. If our role is tank shouldn't our melee and range defenses be pretty equal or are we only tanks against melee type mobs?


Why does taunt have such a low reuse timer? With our low damage output how are we suppose to hold a mobs attention? We don't even have an area taunt, swordmen does? How does that make sense? A swordmen makes a better tank against multimobs?


Why don't we have abilities that force a mob into melee fighting with us?


With the whole diminshed return thing, what's the point of having a high defense anyway? How much difference is there really between the tanking ability of BH/Carb vs TKA/other melee profes? Or what about smuggler/range profes? Aren't they the best tanks, since if a mob can't get close to hurt you what better defense could you have?


Melee types get the best tanking armor, oops carbineer gets it too.


Bottom line with a group against one or a couple mobs pretty much most professions tank equally well. Solo states and roots and mez's matter more than than the idea you can stand up under a few more hits than some other build. A group of players against a group of mobs no one build is going to hold the mobs attention for long or be able to stand up under their attackseven if he could.


Other classes have weapon choices, even if power hammer does the most damage at least there are other 54 level two-handed weapons to use. And the swordmen doesn't have to go on a big quest that's rather hard to solo to get his hammer. So we get the rryatt weapon, what do we use when it wears out? Oh right our fists, which suck down tons of action and mind and does piss poor damage.


Tanking doesn't exist, melee builds are little more than bodyguards. We taunt off some add-on, until it can be rooted or beat on the rooted mob and take damage as the range types beat it down.

GarronDarkweaver
Sat May 14, 2005 9:05 pm
#2

Ermpvp tanks are still certainly needed and who needs to tank for a group when you can tank for your self solo and kill anything you like with a couple of damage specials from another melee proff



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Kazumasa Ishikawa - Master BH
BuhamutLotde
Sat May 14, 2005 9:17 pm
#3

I can take on 3 level 80s without too much difficulty, definitly long enough for some buddies to take them out, and quite possibly solo them. Maybe youre just not paying attention to CoB?


Ive seen alot of other professions fight so far and I dont think any can take hits like a TKM with CoB up...



Mortari - Level 80 Medic -Test Center
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SettingSun
Sun May 15, 2005 2:44 pm
#4

I doubt you can take out 3 level 80 solo. I suppose there are some weak 80's out there, but gurks? or the stuff on the 5th level of the rryatt trail? Are you doing it without food or drink or doc buffs and using tka weapons, since imo you aren't tka is you are using some other professions weapons to fight with?


As for a group are you really needed or would another smuggler or pistoleer be better? And how about an 87 level mob? Higher than level 81 mobs exist so they should be doable by a group, but as a tank are you really going to be to hold your own or would a rooter be a better choice?


I am just saying, the tka is all tank, but in a game where a tank is not really needed it makes us pointless. Even if an arguement could be made for the need of a tank, is a pike/swordmen or even sword/fencer that much worse than a tka that they couldn't do almost as well?

Lorechaser
Sun May 15, 2005 3:53 pm
#5

"since imo you aren't tka is you are using some other professions weapons to fight with?"



That's the problem. Seriously. If you keep that attitude, you're going to hate the CU. Everything the devs have put out mentions template stacking, cherry picking, etc. If you refuse to pick up other professions, you'll lose out. If you refuse to use other weapons, you're in trouble until the devs fixed UA damage....



And I have no trouble believing he tanked 3 82's. I've done so myself, with healing.


For rooters: It's a known issue. Check the stickies - the devs are aware of how much rooting controls things. Soon, they'll be nerfed, and you'll still be a tank. And they won't have a respec....







Shyy'rissk the Angry Wookiee:Former Master Swordswook 4440 Doc, Pre-NGE TKM, MPike, Doc 4000, now Master Spy. "Still here, still hitting things until they fall down."

Eenig Darksun, Former Ith Pistoleer and Armorsmith, now Officer "No, you can't call me ET."
Daolee the Spiky, Rodian Medic. "We puts the needle in here, and either you die, or you feel better. If you die, we use it on enemy next time!"

Druarc_Cristar
Sun May 15, 2005 4:18 pm
#6

3 80's definitly isn't an issue if your other master compliments TKA.


I've even survived a battle with 5 78's (accidently pulled 3 more than I wanted).


Personally I like the new form of TKA, sure we're no long gods of killing but we're still pretty tough and I love not needing to lug around expensive armour anymore.



Druarc Cristar (Zabrak on Intrepid)
Beta CH, pre-cu CH/Rifleman
pre NGE TKA/Swordman/Doctor/FS
post NGE Jedi
Mese Melar Intrepid - Weapons Dealer Retired
Druena Cristar Intrepid - Officer in training.
ShrekECPI
Sun May 15, 2005 4:24 pm
#7


The sad thing is I am a TKM and there is no way I could stand up toequal lvl Mobs without my MSmuggler Root attacks. I have ended up using TKM for free fast heals, no need for armor,and the self buff.




Oh yeah CoB is the greatest thing since sliced Vibro Knucklers (of course those suck now so whats the point of TKM using them? I do more damage with my hands)

Message Edited by ShrekECPI on 05-15-2005 07:26 PM



Pistoleer/TKM/MSMG(extinct) - Master Smuggler - Strong in the power of the Farce - Alliance Soldier
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SettingSun
Sun May 15, 2005 7:06 pm
#8


You are making my point. Take away your doc heals and doc buffs, how long do you think you would have lasted against those mobs?


As a tka/doc your defense skills are not that great, neither is your speed or acc for that matter. Yet you make a better tank that a tka/fencer/sword who has defense and speed and acc like crazy. You shouldn't need to reply on heals and buffs or holds to be a good tank. If the point of tka is to be a tank, shouldn't we have all that we need within our profession to be a good tank?


I also stand by what I said before, if you are tka/swordmen and use a sword as your weapon you are a swordmen first and foremost. You get skills within your profession based on your weapon. Tka gets unarmed defense, unarmed speed, etc, if you are using a sword you are just using the general skills within tka.

Message Edited by SettingSun on 05-15-2005 08:21 PM

Druarc_Cristar
Sun May 15, 2005 8:15 pm
#9






SettingSun wrote:

You are making my point. Take away your doc heals and doc buffs, how long do you think you would have lasted against those mobs?







Take away doc and I wouldn't be lvl 80, so I'd be stuffed vs lvl 80 mobs.


When I firsted test CU I was a mix of TKA/Rifleman/CH and I got owned by a single mob 1 lvl lower than me. Since then I messed with the respec and decide for soloing I like the TKM/DM combo. You need to pick up a 2nd master to compliment the TKA.



Druarc Cristar (Zabrak on Intrepid)
Beta CH, pre-cu CH/Rifleman
pre NGE TKA/Swordman/Doctor/FS
post NGE Jedi
Mese Melar Intrepid - Weapons Dealer Retired
Druena Cristar Intrepid - Officer in training.
SettingSun
Sun May 15, 2005 8:28 pm
#10

I edited what I said before I saw your reply, so I'll just add it here as well.


I didn't mean take away doc so you are 54 level. I meant master another melee profession and try to take on 5 level 79's. It was your buffs and heals that let you do that, not so much tka. Couldn't a doc/pike do just as well or doc/swordmen?


blackchurch
Sun May 15, 2005 8:54 pm
#11

From what I"ve seen in order for us TKs to be worth anything we need full buffs, food and power boost in order to be able to go after anything decent. I'm a level 57 TK master and Swordsman and I'm being laid flat by spineflaps on a regular basis. Even in a group of 5 I'm having my hide handed to me on a platter.

The totally screwed up thing about this whole "Combat Upgrade from Hell" is that we are paying to Beta test. Why do we pay $15 a month to play a game where the developers are trying to fix the new problems they have added to the old problems? Why didn't they fix all of these problems while we were still testing Beta to begin with? Isn't the whole point of having these different combat skills so that each of us can have significant unique and helpful abilities?

Call me crazy but I was under the impression that Teras Kasi Arts were supposed to be based on a "martial art". This being the case why can't we wear armor? Martial arts warriors have been wearing armor for thousands of years, like all things they make unique armor specifically designed for their skills. Remember the Samurai? They wore armor and kicked booty and took names. Similarly in real martial arts you can do tremendous offensive damage simultaneously having strong defensive abilities. I know this is a game, and it is sci-fi, but Star Wars is based partially on Japanese stories and ideas, so why isn't that being implemented?

What I'm gathering from various people is that we need to completely abandon the notion that TK can be our sole combat art, that we are now forced to use other combat forms and we can no longer keep the notion of a "pure" martial art. So ultimately TK is a joke and those of us who wanted to try and follow a simple Buddha-like/ Monk like lifestyle & focus can no longer do that.

Homogeny, the basis for a compliant society.





Smoke Crack, worship Santa
Infurious
Sun May 15, 2005 11:41 pm
#12


TKM has gone a long ways from what it was described when SWG started. In the original book that came with the game when I bought it, there was a statement that said somehthing like " 2 or 3 TKM are strong enough to take out a Jedi Master by themselves..." Now granted I'm not a full TKM yet, but I can't even take out most meatlumps now, especially if there are more than one attacking me.


TKM are supposed to be martial arts experts, which in that context, can hit VERY hard, and do a lot of damage very quickly. When was the last time you heard of amartial arts expert be used to just take blows whiles his team mates takes him out.


TKM seem now to be nothing more than a dumb boxer that can take a few hits for the team. What fun is there in that?

blackchurch
Mon May 16, 2005 1:44 am
#13


"TKM seem now to be nothing more than a dumb boxer that can take a few hits for the team. What fun is there in that?"



Funny you should ask that question.... I'm a TKM and I've been wondering the very same thing! Now isn't that interesting?



Really the books says 2 or 3 TKs can take out a Jedi? Hmn, apparenlty the Devs forgot to read that book.....




Smoke Crack, worship Santa
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