Teras Kasi Archive

Thread: The unOfficial I Hate 2-Handed Pre-Req Thread

Kasamatsu
Mon Apr 18, 2005 2:06 am
#1

Amongst all the other gripes I have about the CU, I want to be sure that this one doesn't get forgotten. TKM are pitifully borked in the current version of the CU and I have alot to say about that in a different post.
But for now I just want to remind the TK community where I stand.

I say Screw 2-Handed!

I'm fine with adding more skillpoints in the name of ballance. But 2-Handed is not a good idea.

Message Edited by Kasamatsu on 04-18-2005 09:32 PM



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
SCA
Mon Apr 18, 2005 2:27 am
#2

Im in kasamutsu! of the three to choose from 2-handed is by far the worst!

I said it before, and i'll say it again! /POLEARMS/ imvho



~~~~~~ Qaz Quel-Eclipce ~~~~~~
~~~~~~~~ Rockhound ~~~~~~~~
~~~~Mythos ~~~~~~ FarStar ~~~
SordDaPlaya
Mon Apr 18, 2005 5:46 am
#3

I really don't see how making a TK get skills in using a two-handed weapon makes sense, except the only reason is to nock down skill points that an already now crappy profession could really use. I don't support the rec.



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Kasamatsu
Mon Apr 18, 2005 2:24 pm
#4

I'm all for ballance, but I see no use for 2-Handed for anyone who isn't a die-hard swordsman. I have to admit that the Melee Triple Master in the CU is pretty mean when it comes to defenses (and offenses), but I"m not one to go jumping into a FOTM.

Message Edited by Kasamatsu on 04-18-2005 09:33 PM



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
SpinningCloud
Mon Apr 18, 2005 2:34 pm
#5


I agree that it should be changed to polearms. At least with polearms we can get up into the pikeman tree and get our Spinning Attack back without more useless expenditrue of skill points.


BTW, I'm TKM and also Master Dancer and with the health changes I can only get to 2000/3000 unless I run up another elite combat tree. If I take polearms then pikeman up the branch that gives me Spin Attack then I can get to 2200/3000 health. While that's better it is still pretty darn light on health.


If they changed the req to polearm I could get up two branches of Pikeman and get my health up to around 2400 which is getting a bit better.


Polearm PLEASE, not 2h

Message Edited by SpinningCloud on 04-18-2005 02:37 PM




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Marsirion
Mon Apr 18, 2005 4:27 pm
#6

Yes I can see a Teras Kasi Monk in his yellow robes going around with his "walking stick" hence polearms seem a more logical choice. A blade on the other hand is an overt weapon and seems anathema to the TKM philosophy of unarmed combat.


In real life there is such a martial art of "eskrima" or "arnis" which uses 2 equal length sticks of abut 26" and is a martial art of hand, foot and stick fighting. Hence the pole seems to be a more logical choice than the sword.
Smiker
Mon Apr 18, 2005 5:38 pm
#7

I totally agree, 2h is not even close to a logical choice.

I mean look at it this way: "I'm a master of unarmed combat! I will beat you down with my bare hands in under 3 seconds! But instead I'll pull out my crappy sword and procede to try to hack you to death!"



Nojh Sunchaser

Teras Kasi Master/Sentinel

- I support keeping & balancing the current combat system You can too

Dark_Jedi88
Mon Apr 18, 2005 5:53 pm
#8

I agree, it doesn't have anything to do with the Teräs Käsi profession. Many other people have suggested instead to have the Polearm as a pre-req, it seems logical to me.
Other than that, they should make the skill blocks take more points if they are wanting to remove triple masteries. I don't want to have to take a line which I will never use.



Ganan Fireraven
Master of Teräs Käsi
Smuggler in Illegal Goods
Colonel in the Rebel Army
Captain of the Smugglers' Pride
"The Teräs Käsi have formed their body into the ultimate weapon, we are never unarmed."

zolari
Mon Apr 18, 2005 6:58 pm
#9

i was doing some brief pvp testing tonight on TC


using this template

master tkm, swordsman, and brawler. then dabbled in fencer 0004 and pikeman 0140


i went tkm as that was what i wanted. then mastered swordsman as a natural duel mastery. then picked up brawler for the stance and bonuses. i went 0004 in fencer for the bleed attack, the bind attack and the accuracy. i went 0140 in pikeman for the intimidate, warcry and accuracy also picked up spin attack.


i found it very effective fighting armorless and with or without vk's. using the swordsman KD, the TKM dizzy and the Pike intimidate to start most fights was great. then get the bleed on, go berserk, and switch between the many varried attacks trying to learn what was best here is my opinion.


combo hit seems to do decent damage and works quite well

power attack has a small charge bar and seems to do alot of damage

sword flurry does decent damage and says it gives a defensive bonus which if it works or not i dont know but why not use it

the bleed attack from fencer applied a dot fairly often and worked quite nicley

intimidate is still very nice and i would reccomend

warcry i didnt use much at all

bind attack was nice for some small damage and it supposedly lowered action regen, i noticed my opponents went down before this was an issue usually though i did see the state icon applied when it hit

head hit was nice for damage and hit often with the accuracy bonus

lunge was great for helping against kiters who were my biggest problem

dizzy hit often and worked nicley to keep them down an extra second(get dizzy recovery if you arnt tkm and dont have it though lol)

the sweep worked nice and fairly often to get the KD

armor break was only limitedly tested but worked often enough and any lil bit helps i guess


things i always tried to keep up were, COB, the parry stance, and i tried to be berserk for extra damage


overall i enjoyed it. found i had great defense against most people and if i wasnt kited put out good offense.


hope people find this helpfull and usefull




And DE-10 here, he's the shepherd protecting my righteous a55 in the valley of darkness. Or it could be you're the righteous man and I'm the shepherd and it's the world that's evil and selfish. I'd like that. But that ain't the truth. The truth is you're the weak. And I'm the tyranny of evil men. But I'm tryin'. I'm tryin' real hard to be a shepherd.

Jedi should be executed, no trial, no jury just straight to execution.

Akkbar~~Bounty Hunter
Zolari~~Bounty Hunter
Kasamatsu
Mon Apr 18, 2005 8:50 pm
#10

To be honest, 2-Hand is Nice. Armorbreak has great potential. Going Further up swords gives us Berzerk, which is REALLY REALLY nice, and a couple other moves.
But I am not concerned with making TKM the mostest Uberesist profession. I want TKM to be a skill-based profession... player skill... tactics. Swords makes it wayyy to easy to just be a power killer.

Personally I don't want Pikes (or fencer for that matter) either. Would I take either of them above 2-Hand? Yes.

My personal porfessional opinion it that TKA should be a hybred. (yes, yes it will cost us 15 more points)
This will deter the uber Stacker templates (stacking is now in the form of offensive stacking for speed accuracy and high damage or good effect attacks now) from including TKA and help reduce dabbling. (as it stands right now 25 Skillpoints dabbles all benefeit that a TK Master will get: Complete Meditate Healing, Powerboost, FoW, enhanced CoB)

I'd like to see the TKA pre-req be Medic General Healing. Here is my reasoning:
Meditate is a very cool skill, and being able to heal the body takes some knowledge of the body.
TKA (according to the books and stuff) draw their power from within. Physical Preparation, and knowledge of how the body works, and how to make it reach maximum potential.
This fits right into evasion. We know the limits of the physical body, both percieved, which we surpass thru training, and absolute... the ways in which bio-mechanics prevent our opponent form moving and capitolizing on those limitations.
This also works into, knowledge of the body = knowledge of how to break someone else's body.

Thats my story and I'm sticking to it.
There are a lot of problems in the CU... don't let those ones blind us to one of our initil ones!

Screw 2-Handed



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
zolari
Mon Apr 18, 2005 9:55 pm
#11

tkm with medic pre reqs will just force people into cm which i think may be a bit overpowered already


could be wrong but i think it may get nerfed


cm with a ranged crowd control proffesion can own any melee person if the cm gets the jump, no way around it you cant touch them for longer than 2 seconds and if you do its only bc they know you will die by the third



And DE-10 here, he's the shepherd protecting my righteous a55 in the valley of darkness. Or it could be you're the righteous man and I'm the shepherd and it's the world that's evil and selfish. I'd like that. But that ain't the truth. The truth is you're the weak. And I'm the tyranny of evil men. But I'm tryin'. I'm tryin' real hard to be a shepherd.

Jedi should be executed, no trial, no jury just straight to execution.

Akkbar~~Bounty Hunter
Zolari~~Bounty Hunter
Marsirion
Mon Apr 18, 2005 10:02 pm
#12

Zolari: PvE is still quite imbalanced with TKM. Go test it too as this is the only way to level any profession.


I was level 80 TKM/swords with polarm 0440 and iven with Cob, intimidate, a level 79 purbole stalker was doing 500+ damage to me with about 300 going through. Couple that with the fact that they group aggro even if the otehr purbole was 30m away. That means 2 purboles will be hitting you 300 every few seconds and you can either heal or fight.


TKM doesnt last long that way.


The ranged professions are more survivable even if the mobs are level 79-81.
Kasamatsu
Mon Apr 18, 2005 11:48 pm
#13



zolari wrote:
tkm with medic pre reqs will just force people into cm which i think may be a bit overpowered already
could be wrong but i think it may get nerfed
cm with a ranged crowd control proffesion can own any melee person if the cm gets the jump, no way around it you cant touch them for longer than 2 seconds and if you do its only bc they know you will die by the third





Go read the Pre-Reqs of CM again...

General Healing IS NOT a CM Pre-Req.

Thank You, Buh Bye



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
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