Teras Kasi Archive

Thread: So is TKM overpowered ( a comparison for the Nerf criers)

P__Day
Mon Nov 15, 2004 7:37 pm
#1

Ive seen Nerf criers, one after another in here saying that Teras Kasi is overpowered, im trying to make a comparison to other profs and how they work if you stack properly and know what your doing.


Background on TK


Pro's : -


- High thoughness can take alot of damage


- Moderate damage output


- Meditation


- The ability to target all pools


Con's


- Defensive acruity not working properly, i see more dodge's when using a fencer weapon as a 2-4-0-0 fencer than i see Dodge/block/counterattack while using TK as a tkm


- Lack of damage types. Only have Kinetic, which limits us from damaging alot of mobs since they tend ot have high kinetic resists


- AP1 only, not as big as a problem for us as it is for fencers.


- Lac of state defence in the prof, a TKM is very easy to land all states on.


Lets have a look at the other profs ive had the opertunity to try :


Pistoleer :


- Good working secondary defence (dodge) i dodge a hell of alot as a M. pistoleer


- High amouts of state defence and hard as hell to KD


- Great when coupled with BH pistols (eyeshot, Torsoshot, Speed cap)


- Nice amounts of Melee def for a ranged prof


- Tons of damage types and several Damage types with AP1


Con's


- Highly resisted damage types in PvE


- Low AP on all weapons A1 being hte highest


- Lack of state attacks (gets Stun, blind, KD with BH and smuggler)



Fencer


Pro's


- Great defences, the best in the game


- Nice amounts of state attacks,


- Almost impossible to kill except with DOT's


Con's


- Lack of AP only 1 fencer weapon with AP1 the vibroblade


- Lack of effective PvE weapons


- Low damage output


Swordsman


Pro's


- Huge damage output


- High AP weapons (AP2 on almost all)


- Powerful strikes towards mind in PvP and PvE


- Blast damage is a less resisted damage type in PvP


Con's


- Low thoughness


- Low state defence


Commando :


Pro's


- Fire DOT is great in PvE


- Acidis a low resist on alot of creatures


Con's


- Extremely slow,


- Low accuracy


- Low speed


In short TKA is a combo of Swordsman/fencer IMO, except for the lack of secodary defence and state def like fencer.


Nowthese are the ones i could think of now, il do a few more, but its getting late. I encourage all other TKA's to write up howthey think other profs compareto TKA.

Message Edited by P__Day on 11-15-2004 06:53 PM

APEist_theReb
Mon Nov 15, 2004 7:58 pm
#2

Anyone who complains about tkm being overpowered is a f4g in the first place.


No its not overpowered, i think its pretty damn balanced atm. a solid profession.



but you have a few errors regarding swordsman in your posts.


blast damage is just as commonly resisted as any other damage type.


swordsman have 2nd highest toughness, not bad at all.


swordsman have low defense altogether, not jsut low state defense.


peace out.



APEist

Rebel Soldier of VYRIS

If I had a penny for all the people I've damned,
I'd be a trillionaire, and btw, damn you.


+80 speed and I'll still kick your ass.

Swordsman Motto: We like our women like our enemies, hammered.

Flatlinedmemory
Mon Nov 15, 2004 9:00 pm
#3

Its not so much that TK is overpowered.

It just appears to be for numerous reasons.

Mainly:

Other professions having there own problems, while TK atm is pretty much set

Lack of defenses on other profs

People sucking.

Unarmed KD Dizzy may need to be tweaked. Just because you dont have that defense dosnt mean you should get completly obliterated.

Profs I tried.

MBH - No templating to be fair

Pro's

carbine skill mods
pistol skillmods
all sorts of weapons
LLC is good in PVE
Can be great when combined with other ranged profs

Cons

No defenses
Low dam out put in pvp and pve
169 skill points invested in combat and you still wont be effective till you add more combat (carbs pistols)
MBH alone has little chance vs Jedi
KD dizzy isnt as efective as others
LLC is wothless in pvp
Lots of weapons taking up space
Broken droids
exploiters
Swiching between weapons in hard
01201986
Mon Nov 15, 2004 10:01 pm
#4

I have a guildie that is absolutely convinced TK is overpowered. And I'm always telling him thats it isnt overpowered, it's just one of the most balanced proffs in the game. Most of the other combat proffs are unbalanced or just plain broken.



____________________________________________
Allanon Ordo - Cancelled
In memory of OoC, the greatest guild ever...
Halls of Crevasse - Keren, Naboo 3604, 3403
/salute Wanderhome - xfire: allanon186

KenjiTokugawa
Tue Nov 16, 2004 11:30 am
#5






01201986 wrote:

I have a guildie that is absolutely convinced TK is overpowered. And I'm always telling him thats it isnt overpowered, it's just one of the most balanced proffs in the game. Most of the other combat proffs are unbalanced or just plain broken.






To which profession is TKA "balanced" if most other combat professions are broken?




Just razzin' ya. I know what you mean, but it was just funny to me.



Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


01201986
Tue Nov 16, 2004 2:37 pm
#6






KenjiTokugawa wrote:





01201986 wrote:

I have a guildie that is absolutely convinced TK is overpowered. And I'm always telling him thats it isnt overpowered, it's just one of the most balanced proffs in the game. Most of the other combat proffs are unbalanced or just plain broken.






To which profession is TKA "balanced" if most other combat professions are broken?




Just razzin' ya. I know what you mean, but it was just funny to me.






grrr, u know i meant internally balanced



____________________________________________
Allanon Ordo - Cancelled
In memory of OoC, the greatest guild ever...
Halls of Crevasse - Keren, Naboo 3604, 3403
/salute Wanderhome - xfire: allanon186

Atama
Wed Nov 17, 2004 12:55 pm
#7

I don't think there is such a thing as "interally balanced" when talking about professions; a profession is only balanced in comparison to other professions. TKA is balanced because for every strength it has over the other melee professions it has a corresponding weakness.



*********************************
Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
Ifisa
Wed Nov 17, 2004 2:03 pm
#8

I personally am about even in losses and wins for pvp (I don't count ganks, whether I'm the ganker or gankee) TKM can participate in pvp, easily. You just need to know how to fight, not just spam unarmed hit 3
Ifisa
Thu Nov 18, 2004 1:34 am
#9

Ah, but the problem is other classes weaknesses to us are too strong for that matter other classes strengths vs us is very strong as well.
RoninGaiden
Thu Nov 18, 2004 1:59 am
#10

People just whine too much. Rather than understand the different professions, they just whine. Ignorance is just an excuse for stupidity.



------------------------------------------------------------------------------------
What....Land of the free? Whoever told you that is your enemy
Genn-great-Genn
Fri Nov 19, 2004 1:02 am
#11

I dont think any proffesion works good with the current combat system. None.



*Genn Daimon from Chilastra* *Tehra Daimon from Chimaera* *Kyu Daimon from Bria* *Falafel Kungen from Infinity*
Dynastar
Fri Nov 19, 2004 1:33 am
#12

Problem with people complaining about professions now is that they aren't seperating the profession from the template.



Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
StationName1985
Sat Nov 20, 2004 12:24 pm
#13

OK, here's my two cents:


TKM isn't overpowered in most meanings of the game context itself. It is one of the most balanced professions in the game as far as I'm concerned. Maybe that's why I've mastered it on several occasions. All other professions are either bugged or broken. Anyways, I digress..... TKM has low state defenses, high standard defenses, and with the proper VK's can be very deadily in the right hands in PvE AND PvP. However, let's compare it to other professions in the game anyway.


Rifleman:

Pro's: Accurate at long range. High damage and AP weapons. Several damage types including the jawa stun rifle. Head Shot 3. Multiply opponent hits at range.

Con's: Low accuracy while moving and at close range. Poor defenses vs. melee attacks and states.

Overveiw: A rifleman with an acid based DXR-6b rifle made with krayt tissue can have max damages up into the 700-800+ range, and jawa rifles can have a 400-500+ range. The DXR-6b, if made for accuracy, can mindshot3 a TKM from 60 meters away while kiting to incapp and then DB the TKM before the TKM can get within 30 meters of the rifleman, whereas the jawa STUN rifle can incapp and kill a TKM with about 5-6 hits max using mindshot3.


Pistoleer:

Pro's: Accurate at most ranges depending on the pistol used. Several damage types. AP1 weapons. DoT's. Accurate while moving. Good defenses against states. Good ranged and melee defenses vs melee opponents and ranged foes. Multi-opponent attacks at range.

Con's: Only the geo stun pistol used well for PvP. Most pistols have AP0, excluding the DE-10 and DXR acid pistol.

Overveiw: A pistoleer using only a decent geo stun pistol can hold their own against a TKM since they have good dizzy and KD defenses. Most PvP pistoleers use DoT's, something next to impossible to find for a TKM. In a 1 vs 1 duel or PvP, a pistoleer with a good geo blaster comes out on top more often than not.


Swordsman:

Pro's: Insanely high damage output. Fast attacks. AP2 weapons. Most swordsman weapons accurate minus the powerhammer. HeadHit3

Con's: Low states defenses. Low melee and ranged defenses. High HAM cost weapons.

Overveiw: Swordsman are in much the same boat as TKM, except the extra blast damage attack. They can concentrate a huge amount of damage on just the mind stat, which in the main weakness of most TKM's. Using a powerhammer with 700+ max damage in a fight against a TKM usually equals death to the TKM.


Fencer:

Pro's: INSANE defenses against both states and standard attacks. Fast attack. Dodge. Stun batons.

Con's: Poor PvE damage. Only one AP1 weapons, the rest are AP0.

Overveiw: Fencers are the hardest melee professions in the game for a TKM to kill. With they're dodge stills, 74 melee defense and 69 ranged defence, they're hard enough to kill as it is. Add to that the only kind of damage any PvP fighter is weak against, minus the lightsaber weilding jedi, and a stun baton weilding fencer is a foe to worry about indeed. Even wearing 46% stun comp they can still hit harder and almost as fast as any TKM.


Commando:

Pro's: INSANELY high damage potential. Blast, fire, acid attacks. Multiply opponent hits from range. Fire DoT's. High damage even against players wearing armor. Accuracy crafted rocket launchers. Good PvE profession. Easy to master. GRENADES!!!!

Con's: Terrible accuracy. High HAM costs for weapon spedial attacks. Slow attacks.

Overveiw: Most powerful weapons in the game. Three types of damage. While fighting unbuffed with this profession really isn't a good idea, while buffed commando is a 1-man wrecking crews. With the use of grenades, a couple good rocket launcher hits, and a high damage flame thrower, no one stands a chance against a good PvP commando. If a commando is smart they get weapons accuracy crafted to aid in they're low accuracyskills and look for skill tapes to aid in combat.


Note: All professions mentioned above have been mastered by me on Bria and other servers. All information is from first hand experience while being one or more of the professions above. As for my standard PvP setup as a TKM, max damage 255 Vk's, 2.2spd. Spamming all states I can inflict before hitting with intimidate and warcry. Using Unarmed lunge attacks to halt a player attempting to kite. I also have a 4.5K to 5.2K HAM during heavy PvP action. Don't ask how to get the HAM, figure it out for yourself.












Don'tLaugh AtMe(Imperial Mdoc/TKM or Mdoc/Mswordsman)
Nyieze(Imperial BH/Jedi hunter)
Nieze(Imperial Jedi padawan)
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