Teras Kasi Archive

Thread: TKM lost touch since CU

Ten-96
Thu Jul 14, 2005 10:45 am
#14

I'm a new TKA (not yet but almost there - just need Unarmed IV and more combat XP), but so far I prefer it to Marksman. I was with a group of CL 15 and CL16's last night (I'm a CL16) and we had fun. 2 TK's and 3 Ranged. The two of us took on the mobs while the others provided back-up. I had a great time. I even got more Medic XP so I can work my way up to Doctor. I think the most I was hit for last night was 139. Most of the time, it was under 60 and I did have CoB running. I can't wait to get the TIA.



Furchtlos Blutjager - Wanderhome
Ten-Ninety Six - Wanderhome
Ten-Ninety-Six - Wanderhome
Vendor Location: Corellia -4866 2148

Cango
Thu Jul 14, 2005 1:12 pm
#15



Cuit wrote:
I would just like the range of taunt to be increased pls . . . .that way I don't have to run up to the creature to taunt it off the kiter.





Tell your kiter to stop kiting. If a non-tank is aggroed in PvE, he should stop moving, take a few licks, and let the medic heal him while the tank comes to take aggro.


As a TKM/Swordsman, between taunt and area taunt, I ahve no problem keeping aggro in The Avatar platform with 2 Jedi, a few medics, and a few BHs/Riflemen attacking the target. Granted, I'm spamming KD and Taunt and Area taunt alot more than my attacks.



_______
Cagno Kyraic
Teräs Käsi Master
Cango
Thu Jul 14, 2005 1:15 pm
#16

Also, as far as CoB being our only useful skill, your partly right. You have to remember there are also the skill mods, which we get a ton of. 75 melee defense, 25 unarmed defense, recovery of all states.

TKM is supposed to be more defensive than offensive, and it is. However, I do agree it may be a good idea to pop ICoB up to a teir 4 skill.



_______
Cagno Kyraic
Teräs Käsi Master
Chessack
Thu Jul 14, 2005 1:18 pm
#17

I find state recovery to be more annoying than anything else. It eats the hell out of my action bar, and I have no defense against states anymore, so every time something with a stun attack hits me, I get stunned... I end up having to hit the stun recovery button every 2 seconds, and it's irritating.

I preferred the old way, where we got resistance.

C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
motox33
Thu Jul 14, 2005 4:31 pm
#18

im sorry to disagree with the original poster, but i can take down the same jedi i could before the CU. of course, +25 speed and +25 defense helps along with an ADKed 790 max (sliced) katarn knuckler.



||EasyMX||

|||PostCU Later|||
|||FEDS|||
DDARK
Thu Jul 14, 2005 4:44 pm
#19

Ive just got TKA post CU and Im pretty satisfied with it.

Yes, I would agree that TKA is the lowest damage dealers...BUT, we are supposed to be the best tanks also....and tanks dont deal alot of damage, they holds aggro.

And thats where the main problem comes in, we got 1 taunt skill with a hellish long cool down timer.
This can be easily solved with getting swordsman (area taunt)

But a TKM stand-alone, it can be quite difficult to hold aggro.
The "combo" skill is actually a joke except for the cool animation.

My suggestion is to lower the cool down timer on the taunt skills a little, and eventually add some hate/taunt ability into the "combo" skill.....it does low damage, but raises hate because of all the annoying hits.

And also make an advanced taunt.
Starson
Thu Jul 14, 2005 4:50 pm
#20






Cango wrote:
I think your a fool. I'm a TKM/Swordsman and if anything, too strong. I use my knucklers of Katarn, and use swordsman for the extra speed mods and Critical/power strike. A lot of my strength comes from the defenses. Ive lost very few battles with this template, can tank 2 Level84s with minimum stress, and can kill a strong 226k Jedi, under the condition he doesnt use food

As a plain TKM/CH, I could tank the gorax with no pets.

TKM alone gives great defenses and tankability, Free 6K battle armor, a KD, the ability to self heal wounds, bleeds, poison, disease, and recover from Knockdown, blind, stun, and dizzy. Once dizzy/stun states are fixed, the TKM dizzy attack will be worth while as well.


Do we need to be enhanced? No.
To be honest, I'm surprised people arent screaming nerf.




A little harsh are we.....imo, I should not have to master swords to be a good tkm. I am a little bias because I am a Ranger and can'ttake novice swordman even if I wanted to. Lighten up, and calling folks fool's is not a good way to get your point across, I normaly don't even read posts that start of with lame comments like that.



Starrwalker, The Barefoot Ranger
MPilot/MRanger/TKM
Awing/Recon "First in, Last out"
Alliance Commander
Eclipse (LOK)
Jessalyn_Bohicat
Thu Jul 14, 2005 7:00 pm
#21

the only thing id like to see added to tkm is an additional damage special.

some people (such as myself) are unable to pickup swordsman or pikes or any of that. itd be nice to have another move to use in addition to combo attack. perhaps some sort of power hit with a warmup in the master box.

id also like to have cob activate while moving, and force fo will to do... somehting. lol









sArAhBrIgHtMaN
Thu Jul 14, 2005 7:38 pm
#22






jlones wrote:

completly agree with the orginal poster TKM to me seems a compelty empty shell of a proffesion


Here why


Damage

we have the lowest damage of all proffesions.


Weapons

the only decent TKM weapons come from ROTW and the knucklers of Katarn can only be gained once per account and have to be bio-linked. So if you dont have ROTW, money, an ADK or bio-linked them before slicing your kinda screwed.







ever heard of the Necrosis Nightblade? IMO its far greater than the katarn knucklers, and offers unarmed speed and damage mods, AND can be obtained more than once sense it is a random drop off of Necrosis rather than a quest reward.


as a TKM with extra defense and accuracy from pikeman i can do just as much damage as someone weilding a polearm when using the necrosis nightblade, even unarmed i can do some fast damage. point is that it MUST be added with other professions, but thats not just TKM, thats every melee combat profession. pikeman by itself would stink just aswell.





P.E.T.A. People Eating Tasty Animals!
Ten-96
Thu Jul 14, 2005 7:51 pm
#23

Most of these suggestions are great; if you've already Mastered TKA and other professions. Unfortunately, some of us are still learning and trying to get where most of you are. I'd love to use the Knuckles of the Katarn, but I can't; need more xp and combat levels. So far, I've noticed that I do a lot more damage using VK and 2 handed Curved Sword. I was with a group last night; all of us were CL15 or 16. Two of us were using Melee attacks. Guess who did the most amount of damage? Right the two of us who were using melee attacks; me with the VK's and another guy witha 2 Handed Sword. The three ranged members were doing damage from 100 to 120. We were hitting for anywhere from 200 to 300. I haven't been playing long, but I've been able to hold my own. Does it get progressively more difficult the higher your combat level?



Furchtlos Blutjager - Wanderhome
Ten-Ninety Six - Wanderhome
Ten-Ninety-Six - Wanderhome
Vendor Location: Corellia -4866 2148

Tymothi
Thu Jul 14, 2005 9:31 pm
#24

Necrosis nightblade sucks compared to the knuckles of katarn. The unarmed damage mod on the nightblade is useless since that mod doesn't work when you've got a weapon equipped (smart huh?). With elemental damage working the knuckles do great damage, have low sac, and good speed. I've got a sac pup on mine so it has 53 sac, I've got damage like a swordsman, speed of a tka, and sac like no other. If you're low level then just use a vk or blaster fists, either will get the job done. I don't know about your server but if you go to the dantooine mining outpost on mine you should be able to get a group without a problem. Most ppl will be higher level than you so it doesn't really matter if you don't do much damage-wise and if there's another tka in the group he can train you for free. Tkm is a great profession for the poor man lol. Our best weapons are free and we got free armor.




Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

Cuit
Fri Jul 15, 2005 12:38 am
#25

I would just like the range of taunt to be increased pls . . . .that way I don't have to run up to the creature to taunt it off the kiter.



Bis Cuit

pre NGE:
FormerTKM, Master Swordsgirl, brawler 4/4/4/0, scout 4/0/4/0, nov CH
Jedi Paddy unlocked 11/13/05, 11:00 pm est
Master Dancer - retired 9/18/05

I like shiny things ^_^
Chessack
Fri Jul 15, 2005 12:54 am
#26

The main problem I have with TKA is the lameness of the Taunt power. After 4 boxes worth of it, it rarely sticks at all, is broken instantly by any damage of any elite combat prof other than myself, and has no appreciable range.

Taunt should not be HTH only. Give it some range (30 m or so) that I can shout over, and make it STICK for a decent period of time when I use it, and now I can be a tank for my team.

Otherwise I'm running around trying to pull everything off of my friends to try to be effective. Sure, I'm never in any danger, but if they go down because I can't get the hate directed at me, I'm not much of a tank.

C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
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