Teras Kasi Archive

Thread: 3 ideas for MTK to be a better TANK!

Ronaj
Sat Jul 02, 2005 1:29 pm
#1






WarWidow wrote:
Would it be so hard to do these?

1. Basic COB adds 500 defence points. At MASTER level, since COB has a timer, make it 500 defence points and +500 to energy & elemental protection.

2. Stop everyone from going TK 2000 for Power Boost. Make 2000 a basic power boost. At MASTER level, power boost adds +1000 to kinetic innate protection.

3. Cyrus Stoneskin Elixir: 40% tummy fill drink for 13 minutes. Adds +850 Innate Armor bonus.

Make being a MASTER special.



to 3, that'd be 85000 resist to everything




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Iwifia
Sat Jul 02, 2005 3:06 pm
#2

could always just ggive us 7k innate armor at master and be done with it



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SITHDUKE
Sat Jul 02, 2005 10:58 pm
#3






WarWidow wrote:
Would it be so hard to do these?

1. Basic COB adds 500 defence points. At MASTER level, since COB has a timer, make it 500 defence points and +500 to energy & elemental protection.

2. Stop everyone from going TK 2000 for Power Boost. Make 2000 a basic power boost. At MASTER level, power boost adds +1000 to kinetic innate protection.

3. Cyrus Stoneskin Elixir: 40% tummy fill drink for 13 minutes. Adds +850 Innate Armor bonus.

Make being a MASTER special.




+850 0_o ? for 13 Minutes? and 40% Filling ! ? Wooteh




--------------------------------------------
Jedi Padawan
---------------------------------------------
Teras Kasi Master & Master Rifleman




WarWidow
Sun Jul 03, 2005 12:30 am
#4

Would it be so hard to do these?

1. Basic COB adds 500 defence points. At MASTER level, since COB has a timer, make it 500 defence points and +500 to energy & elemental protection.

2. Stop everyone from going TK 2000 for Power Boost. Make 2000 a basic power boost. At MASTER level, power boost adds +1000 to kinetic innate protection.

3. Cyrus Stoneskin Elixir: 40% tummy fill drink for 13 minutes. Adds +850 Innate Armor bonus.

Make being a MASTER special.





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Shadmare: old school Master Creature Handler (semi-retired).

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Tymothi
Sun Jul 03, 2005 9:12 am
#5







Iwifia wrote:
could always just ggive us 7k innate armor at master and be done with it




I like this idea, too.





Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

Xipe
Sun Jul 03, 2005 2:50 pm
#6






WarWidow wrote:
Would it be so hard to do these?

1. Basic COB adds 500 defence points. At MASTER level, since COB has a timer, make it 500 defence points and +500 to energy & elemental protection.

2. Stop everyone from going TK 2000 for Power Boost. Make 2000 a basic power boost. At MASTER level, power boost adds +1000 to kinetic innate protection.

3. Cyrus Stoneskin Elixir: 40% tummy fill drink for 13 minutes. Adds +850 Innate Armor bonus.

Make being a MASTER special.




While I agree that CoB and PB is too low in the tree I can't really support your attempts at increasing our perks. What we have is already top notch, just move it up in the tree and things will be fine.



--
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maRRsTu
Sun Jul 03, 2005 4:01 pm
#7



Xipe wrote:


WarWidow wrote:
Would it be so hard to do these?

1. Basic COB adds 500 defence points. At MASTER level, since COB has a timer, make it 500 defence points and +500 to energy & elemental protection.

2. Stop everyone from going TK 2000 for Power Boost. Make 2000 a basic power boost. At MASTER level, power boost adds +1000 to kinetic innate protection.

3. Cyrus Stoneskin Elixir: 40% tummy fill drink for 13 minutes. Adds +850 Innate Armor bonus.

Make being a MASTER special.


While I agree that CoB and PB is too low in the tree I can't really support your attempts at increasing our perks. What we have is already top notch, just move it up in the tree and things will be fine.





No Innate armor is not that good I think it should be better. Normal Armor can be sliced and can be customized making it a lot better as a TKM/Doc you are screwed because of the armor hindernace. I would rather have Innate armor CAs. This will cost lots in out econemy but would be well worth it that way also we are not getting somthing for free



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Martimus
Sun Jul 03, 2005 4:05 pm
#8

We should get something at master lvl or any of tier 4 boxes. Improved COB and Powerboost come way too soon.



"If it aint broken, fix it until it is! (nge)"

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PaladinX333
Mon Jul 04, 2005 12:54 am
#9

I am already the toughest guy on the team. What I need is a powerful taunt that works. All I need to be a tank is the ability to hold aggro more effectively.


My whole team got killed in a hunting accident and sent to the cloner while hunting GDKs. My health went down to 50% and I was like "where did the rest of you go?" I disengaged fromt the GDK and walked away. Toughness is clearly not what I am lacking as a tank.
McCrow
Mon Jul 04, 2005 9:39 am
#10

I like the idea of 7K innate armor at TKM. Seems like a good number



GRAEME MCCROW
IMPERIAL BOUNTY HUNTER
~~~SECKS~~~
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XrioT
Mon Jul 04, 2005 9:57 am
#11

Very nice ideas. I personally like the idea of having power boost be more effective at master level. Even if it gave +700 Health instead of +500 that would be very helpful to make mastering preferable. (1000 would be ideal )


Maybe similar to innate armor there could be a power boost modifier applicable at each skillbox. Something like +1 at novice and then +1 at each meditation skill box with +2 in the master skillbox. Each 1 represents 100 health and powerboost is available at novice. This would make novice capable of a 100 health powerboost, 4xxx capable of a 500 health powerboost, and masters capable of700 health powerboost.


One other thing that has bothered me is that we have no disease/poison/fire resists. A person with combat medic in their template makes our defenses look like garbage. We may only be damaged for 100-200 by the person when we put CoB on, but the poisons/fire's are hitting us for nearly 300dmg each every 10 seconds or so for up to 3 minutes! I tested many templates verses my TKM/M.Pike and the only characters a had no chance whatsoever beating were the ones with combat medic because of the 10000+ combined damage poison/fire does within these 3 minutes.


7000 Armor would make us stand out as the tanks, more capability in power boost at master level would make the master box more preferable, and giving some sort of poison/fire resists would make combat with CM's viable without having to have doctor abilities yourself.
Leemeg
Mon Jul 04, 2005 11:21 am
#12


Good ideas, but I don't like those ideas which suggest to add on our passive skills. It's better to add some defensive specials like cob, flurry, ds, etc.


What's fun if everyone get the same passive skills, without ways to improve your character with tactics and experience? You can say cob is not tactics, since you can always keep it up. But it is. You need to time the activation, do you letit run out, and risk it to fail? or do you use it good time before it runs out? or maybe you let the macro decide, oryou start it when it the fight have a "opening" for it. Not much difference, but it's all about timing.


In my openion a tank should focus on tanking like a damage dealer focus on doing most damage. It shouldn't be like taking a tank profession and let all the passive skills do the tanking while you are focus on damage dealing. As a tank you should focus on keeping the target (with taunts) and buffing your defensive stats as high as possible, and maybe lay a few well placed hits inbetween. Currently, my biggest issue with melee profession as tank is the cooldown on the tk-taunt, the taunt command should have the same cooldown as a normal damage special, not 3 times as long. To be a effective tank (pve) now, you need both the TK taunt and the swordsman area-taunt.


My suggestion to improve the tanking abilities for melee professions is to add some more defensive stances. Like a higher buff on IA/defenses, but let it break on movement/damage dealing. This could be usefull when you are rooted in pvp, or if the group is getting jumped by a group of mobs (area-taunt and then go in stance while continue taunting). Another stance could be aavoidence stance, whichincreased the acoidence skills. Although,this shouldnot be stackable with cob (the combination may be too strong). This is good when facing high-damage ppl/mobs, when its better to not getting hit than absorbing the damage.


Another way to improve the melee chars, is to give us a offensive type of burst run/force run. Call it "Rush" or something. This let the player be able to run fast (give the speed of burst run for 5-6 second, maybe a bonus on TN, and a debuff on defences). Although, since it is a offensive skill, it shouldn't have a long timer like burst run, but it shouldn't have a low cooldown as a normal attack skill either.


my 2 cent.


--

Leemeg





---

LeeMeg / Elet
FarStar


iijin
Mon Jul 04, 2005 11:53 am
#13



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