Teras Kasi Archive

Thread: TK was never meant to be a damage dealing profession.

iijin
Tue Aug 16, 2005 2:38 pm
#14

Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
*If we are supposed to have weak offense, why are we close range damage dealers? I am in no way worth dealing damage to anything in any situation.*

Offense: Moderate(3)

*Moderate not weak, we are really less than weak, we are pathetic our offense is really laughable, we get better moves from our brawler prerequisite than our "elite" profession.*
Defense: Very Strong (5)

*CoB, thats all, yes our defense is strong but its just CoB. IA is a perk, its cool, it doesnt make our defense "very strong" it enables us to not have to wear armor, if it gave a bonus over armor, to where it was un-achievable by any other profession then ok, but its just like wearing battle armor.*
Crowd Control: Minimal (1)


Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy. Their damage output is only moderate however making them less than ideal for taking opponents on their own.


moderate not weak


If you don't understand yet, please read the last sentence again. We are NOT meant to deal damage, no matter what that "3" for offense says. It isn't like we have horrible damage like some members of the forums would have you believe, they just want MORE.


Actually you really wouldn't know, you don't have horrible offense because you have swordsman. I dont even want as much as swordsman, I want more specials and slightly more damage.


We get utility abilities to help us stand toe to toe with high end enemies: ICoB, Dizzy Attack (which lowers opponent's defenses) Knockdown, which prevents an opponent from attacking, as well as adding an damage modifier.


Dizzy Attack does nothing, improved legsweep hmm..... you have a better chance of knocking your opponent down......what balogney, so really again all we really get is CoB.


"Less than ideal for taking opponents on their own." Teras Kasi is a defensive profession, if you want to be able to do more damage, learn another profession.


Taking opponents on my own honostly isn't that much of a problem, I can kill most anything solo.....it's the freakin TIME it takes, I really don't care about that though, I want to have an offense, I don't want to chain melee hit / melee strike over and over. I want reasonable damage so we are not forever attached to swordsman at the hip. TKM deserves to have a little more offense. The 3 doesn't really mean anything by itself, its the 3 in relation to other professions that were stated to be less but ended up with much more. I'm not saying that we should be a 3 offense per say, I am saying pikeman is 2 we are 3 so we should have better offense than pikeman since 3 is greater than 2.


Right now we have a broken damage special "combo attack", a good KD "improved sweep", a useless state effect "dizzy strike", and some brawler specials that are actually more usefull than anything in TKA in terms of offense.


I don't know what a "3 offense" actually is or consists of, but I do know its better than 2.




Iijin Myriiv | DFR
Phantom Wing
|
88th Imperial Fighter Squadron

SkySpear Industries
- Talus, Imperial Outpost, Just off the Corellian Run in the Core Worlds Sector
-1966, 2704, contacts: iijin - venya - bladestorm - cyx
quitch
Tue Aug 16, 2005 3:15 pm
#15






TravonLepen wrote:

then it isn't possible you could know what it's like either


you have MCM and Commando for damage dealing.



We don't need to do more damage imo.


To indulge your argument, if we are granted the ability to do as much damage with our bare hands (i guess everyone feelsunarmed should do more damage than any weapons) as pikeman,


if our ICOB was made to avoid even more attacks as well as being able to be activated while running,


Innate Armor,


FoW,


Resistance to Armor Break


Powerboost


A new 2.4 modifier damage move.


Teras Kasi would have just made every other melee profession obsolete. When combined with the fencer weapons, or the pikeman intimidate/warcry, or the swordsman specials, you can easily seewhat everyone would choose when it came to melee professions.



I understand your frustration, trust me, I faced much worse back when the alpha testers first heard the changes they proposed.


You must understand that the changes you ask for would erase everything the CU has tried to do, creating the problem all over again.








commando has no specials, and cm gives none. so he doesnt use commando for damage, 1. and 2, cm damage isnt great either. its all in the debuffs



-who lightdust
quitch
Tue Aug 16, 2005 3:18 pm
#16






TravonLepen wrote:

then it isn't possible you could know what it's like either


you have MCM and Commando for damage dealing.



We don't need to do more damage imo.


To indulge your argument, if we are granted the ability to do as much damage with our bare hands (i guess everyone feelsunarmed should do more damage than any weapons) as pikeman,


if our ICOB was made to avoid even more attacks as well as being able to be activated while running,


Innate Armor, people already get tkm just for this


FoW, we are supposed to have it


Resistance to Armor Break most good pvpers have it


Powerboost +500? get it from foods...


A new 2.4 modifier damage move. wow, 2.4 is nothing


Teras Kasi would have just made every other melee profession obsolete. When combined with the fencer weapons, or the pikeman intimidate/warcry, or the swordsman specials, you can easily seewhat everyone would choose when it came to melee professions.



I understand your frustration, trust me, I faced much worse back when the alpha testers first heard the changes they proposed.


You must understand that the changes you ask for would erase everything the CU has tried to do, creating the problem all over again.











-who lightdust
JeetBadwarrior
Tue Aug 16, 2005 3:47 pm
#17


Well Im a mcm/tkm and if you think mcm makes up for the lost offense in tk your sadly mistaking....it the debuffs that cm gives you not the weak DOT's after useing fire and nuero you get 500 a tick w/o enhancers im not postive but a tick is every 10sec..yeah it does make up for some but not enuff...like 50 more dps...I run this temp fairly well because i know it not front loaded in damage and the repeating damage is not really eye poping either...If i get past the intial on slaught i have prety good chance for the simple reason that every time he/she/it swings or healsit hurts them in terms of regen....but by no means is this a power house temp...it more of a suprise i gotcha make the other guy panic temp



Jiri Otoshi

Bounty Hunter
Collecting Hard Merchindise
"Friends are a liablity and your worth enuff to me Dead"
Otegu123
Tue Aug 16, 2005 4:19 pm
#18


Idont agree at all that it would be unbalancing to improve our offence to 'average', make FoW work, and put icob (the only thing that makes us a better tank than any other prof) at a higher level, or make it executable while moving.


I really cant understand how that would make tk unbalanced.


Right now we have worse armour than any serious player, have far inferior offence to what we're supposed to have, and have next to nothing usefull after getting 2100...






+| Otegu | +
+Teräs KäsiForcewielder +


iijin
Tue Aug 16, 2005 5:39 pm
#19






TravonLepen wrote:

then it isn't possible you could know what it's like either


you have MCM and Commando for damage dealing.


Not by far.... I have grenades cause 1. the grenades tree gives you +30 general melee accuracy +5 general melee speed +30 ranged defense and +55 melee defense 2. I love throwing grenades at people , but they aren't really good at all for damage, just area KDs every once and a while.


CM.....DOTs? yeh ok LOL, that just barely keeps normal health regen at bay.


We don't need to do more damage imo.


To indulge your argument, if we are granted the ability to do as much damage with our bare hands (i guess everyone feelsunarmed should do more damage than any weapons) as pikeman,


At this point honestly I just want more WORKING damage specials to chain together, so I dont have to use melee hit and strike, yeh I would love to get atleast one damage special with a 3.2 modifier or more. But I'm really just pushing for offense right now, damage should be made up with better master weapons with higher damage.


if our ICOB was made to avoid even more attacks as well as being able to be activated while running,


Who ever said avoid more attacks? I've said add an AB resist to keep us up to speed with those wearing armor, CoBexecutablewhile running....that would just relieve some aggrivation, I don't see that effecting balance at all.


Innate Armor,


..........I've said enough about this "perk" don't take it away by any means, but its just our replacement for not having armor mitigation, no more no less.


FoW,


LOL, you can't really say anything where this is involved, it will probly never be fixed....


Resistance to Armor Break


If our IA is to be soooo great, shouldn't it keep up to speed with whats available to everyone else? I personally wear battle armor in PvP, makes more sense 6500 resist now sliced for AB 75% resist and its loaded to the teeth with all the right mods. Not to mention keep it insured and it will never deteriate from cloning in PvP.


Powerboost


Cool, but not really that special, replace it with a speed buff or something, I dont care....


A new 2.4 modifier damage move.


I thought combo was supposed to be 3.0, I was thinking atleast something around combo...


Teras Kasi would have just made every other melee profession obsolete. When combined with the fencer weapons, or the pikeman intimidate/warcry, or the swordsman specials, you can easily seewhat everyone would choose when it came to melee professions.


No....Swordsman will still beat heads in with the PH, Pikeman will still have area attacks and good debuffs, Fencer (if its ever fixed) will have....well I dont know much about fencer LOL. It will all still be the same andthey allwill still wh0re out our profession for its great defense at the meager cost of 25 skill points (unless they get cool and fix that too). If anything it will just balance the system, cause right now TKM is not balanced at all.


Think about this, take away the ability for specials to be mixed around, swords only use swords moves, pikes only pike moves etc... Now what is TKM gonna do, swordsman have their own specials, pikeman have their own specials and so do fencers....TKM get a worthless state attack that does no damage a weak damage attack that isnt working properly and a good KD. Face it our offense is non-existant. We shouldn't be left SOL just because we want a single melee mastery, that single mastery should be sufficiant for "moderate offense".....well its not moderate at all if pikeman is considered "weak".



I understand your frustration, trust me, I faced much worse back when the alpha testers first heard the changes they proposed.


So really I could just blame you partially for letting them ruin TKA, wouldn't an alpha tester give insight to what improvements the profession needs? Maybe we just got screwed because some turncoat swordsman were alpha testing our profession for us.....correct me if I'm wrong. I hope I am wrong I have somewhat come to respect you through this debate Travon , we have oposing views but you conduct yourself in a respectable manor and stay on topic for the most part. I still think your wrong though .


You must understand that the changes you ask for would erase everything the CU has tried to do, creating the problem all over again.


I really don't think it would.....TKM is lacking severely.












Iijin Myriiv | DFR
Phantom Wing
|
88th Imperial Fighter Squadron

SkySpear Industries
- Talus, Imperial Outpost, Just off the Corellian Run in the Core Worlds Sector
-1966, 2704, contacts: iijin - venya - bladestorm - cyx
NGC7009
Tue Aug 16, 2005 6:35 pm
#20


"Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate(3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)"



I have been TKM (TKM/MCM/novice rifleman) for most of my short time in the game and Im sorry if im repeating others...BUT:


1-How can tkm primary role be a tanking specialist when we cant keepaggro?I cause more damage with my rifle and/or vibrolance..and taunt just plain doesnt hold aggro long enough, if at all really.


2-How can tkm secondary role be a damage dealer? This is laughable.....Again, I can deal more damage with my vibrlo lance and rifle. ( this is taking into account the speed of unarmed...its almost a draw with my lance, but my rifle easily out damages my unarmed attacks over time and depleats my action less)


3-Moderate offence?How can it be moderate when compared to other mastered profession? It is equal to my pike offence and I have NO pikeskills . It is far less offence than my rifle....I only have 0000 novice rifleman skills.


So what does that leave us? My template isnice for a medic--average melee abilities/average ranged abilities/Nice protection from aggro with innate/great healing abilities. If you want to be a combat medic i would suggest tkm, as healing is the only sure way toget aggro. But it all falls apart when you play long enough to afford or gain armor through quests. Now i dont even need my innate armor....


summory:


-I am tkm, but cant tank


-I am tkm, but cause more damage with my weapons with little to no weapon training


-I am tkm, but dont need innate now that i have armor


-TKM primary role--protect yourMCM when your heal aggros group. Then this is obsolete when you can get armor.


Sorry, but i need to get back to the game to say goodbye to what was supposed to be an awesome prof.....





Human knowledge has always exceeded human intellegence.
NGC7009
Tue Aug 16, 2005 6:37 pm
#21



"Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate(3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)"



I have been TKM (TKM/MCM/novice rifleman) for most of my short time in the game and Im sorry if im repeating others...BUT:


1-How can tkm primary role be a tanking specialist when we cant keepaggro?I cause more damage with my rifle and/or vibrolance..and taunt just plain doesnt hold aggro long enough, if at all really.


2-How can tkm secondary role be a damage dealer? This is laughable.....Again, I can deal more damage with my vibrlo lance and rifle. ( this is taking into account the speed of unarmed...its almost a draw with my lance, but my rifle easily out damages my unarmed attacks over time and depleats my action less)


3-Moderate offence?How can it be moderate when compared to other mastered profession? It is equal to my pike offence and I have NO pikeskills . It is far less offence than my rifle....I only have 0000 novice rifleman skills.


So what does that leave us? My template isnice for a medic--average melee abilities/average ranged abilities/Nice protection from aggro with innate/great healing abilities. If you want to be a combat medic i would suggest tkm, as healing is the only sure way toget aggro. But it all falls apart when you play long enough to afford or gain armor through quests. Now i dont even need my innate armor....


summory:


-I am tkm, but cant tank


-I am tkm, but cause more damage with my weapons with little to no weapon training


-I am tkm, but dont need innate now that i have armor


-TKM primary role--protect yourMCM when your heal aggros group. Then this is obsolete when you can get armor.


Sorry, but i need to get back to the game to say goodbye to what was supposed to be an awesome prof.....





Human knowledge has always exceeded human intellegence.
NGC7009
Tue Aug 16, 2005 6:38 pm
#22

uhhh? oops, sry...dp.



Human knowledge has always exceeded human intellegence.
TravonLepen
Tue Aug 16, 2005 6:56 pm
#23

Don't worry guys, i'm done with the topic.


You are free to create as many threads about this as you'd like.


My only request, don't hold your breath while waiting for your proposals to be accepted.





___________________________________________
Imperial.TRA6ON.Officer¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯



- Make no MYSTake, the Bears are going to the Superbowl!!

Otegu123
Wed Aug 17, 2005 12:24 am
#24







TravonLepen wrote:

Because I also said that no matter WHAT YOU THINK "3" means for offense, the description of the profession tells another story.



Im not sure if you're reading the same description as me, but to me it quite clearly states that our damage is moderate, rather than awfull


The devshave also "very clearly stated" that TK will need to combine with other professions to increase their damage output.


We want average damage to start with. TKM should be average in offence, just like the description states we should. If we want more than average damage then we should pick up swordsman.


Please explain to me how large of a difference there isbetween a 2 on offense and a 3 on offense.

this is open to interpretation, but i think everyone would agree that 2 should not be stronger than 3...






So basically, both the number 3 and the description of moderate damage tend to give the impression we should be average in offence. The reason it says we're not ideal for soloing is because we're meant to do average damage, not great damage. If you want to solothings quickly, you'dpick somethign with higher damage.






+| Otegu | +
+Teräs KäsiForcewielder +


jsz76
Wed Aug 17, 2005 7:52 pm
#25


Probably a lot of people are going to hate me for saying this, but I think our damage is fine. But let me put a disclaimer on that: I ONLY PVE. I do not play PVP at all. But I think my happiness with TKA is due to my current spec.



TKM / Doc4004 / Swordsman0034 / Fencer0004



I really like it a lot. I hit decently hard and I hit really fast. What I get out of the spec:



Dizzy (could use a little love)


ICOB (Please Lord no nerf bat!)


TIA (Saves me a lot of money)


KD (Still once in a blue moon works good with Dizzy)


AAB (One of the best things in the game for a meleer)


Critical Hit (For when I have the extra action)


Advanced Bleed (Which is decent and you can stack it twice or maybe even more so the damage adds up while you are wailing on them or healing yourself)


Most buffs, including the all important +25 attack speed


Bacta Infusion (Also fantastic, especially when used in conjunction with ICOB)


2nd Best Bacta Jab


Best Bacta Injection


Excellent bonuses (including 245 Accuracy)


No need to ever pay for a Krayt super weapon or buy any at all for that matter ever again.


I can wear clothing that has been BE and CAed to all heck giving me awesome bonuses.



I could go on, I am sure I could think of more, but I have messed around with a ton of templates, even incorporating ranged. I have been CL 80 three times since I used my token, lol. I really feel this is the best a PVE TKM can do for themselves. I just wanted to share because I would suggest this to anyone. Heck it might even be good for PVP, I just can't say to be honest. Cheers!





Jaylee O'Haire of Bria (RSQ)
Teras Kasi Master
Doctor 4004
Swordwoman 0034
Fencer 0004
Rebel Major

Bain-
Wed Aug 17, 2005 7:56 pm
#26






TravonLepen wrote:


period. This came directly from the combat upgrade chart and profession explainations. My thoughts are in red.



Professions and Variety
These changes to the combat professions provide a much better role definition for each of the combat professions. Group and solo play are both enhanced by enriching the professions with these new ability assignments and most importantly, these changes make "profession stacking" a strong game challenge. Profession mixing is an exciting choice that players can use to personalize their characters and make them more unique and effective in combat.


So, according to the devs, No one profession is designed to be able to do everything on it's own. To help promote the group concept each individual person has to choose their role and the group will decide how to best utilitze each person. While you may not like the fact that we have to take swordsman to increase our damage capabilities, it is part of the game's design. The CU gives everyone the ability to create a template that they want.





Swordsman
Primary Role: Close Range Damage Specialist
Secondary Role: Melee Tanking (Mitigation)
Offense: Very Strong(5)
Defense: Moderate(3)
Crowd Control: Minimal(1)


The Swordsman is the heavy hitting melee damage dealer. Up close there is no one that can dish it out like a Swordsman. The Swordsman has decent defensive abilities but is unable to hold out for the long haul.


The Swordsman is the close combat equivalent of the Rifleman. They are much less about stealth and tactics and more about raw brute force. Swordsman abilities are all about increasing damage output and delivering powerful crippling strikes.


Swords is all about offense, this has never been disputed.




Fencer
Primary Role: Close Range DoT Specialist (Damage-Over-Time via Bleeds)
Secondary Role: Close Range Crowd Control (Position Control)
Offense: Strong(4)
Defense: Weak(2)
Crowd Control: Moderate(3)


The Fencer is a lighting fast attacker who specializes in hit and run combat. While Fencers have fairly weak defenses making them less than ideal for standing toe to toe with their opponent, they will employ many abilities that help them reduce their need to stay within range of their target.


As a primary Damage Dealing profession Fencers will have damage output second only Rifleman and Swordsman, however their attack style is very different and unique. Their defensive abilities will end up being very weak ensuring they must rely on hit and run tactics. Basic Crowd Control abilities support their role as hit and run combatants making them a very potent damage dealer in combat.


Profession Mixing Tip: Because of their weak defensive skills Fencers will benefit greatly from additional defensive skills from Teras Kasi or Pikeman or a player could choose to widen their offensive arsenal by adding Swordsman abilities.



Fencer is also about offense, but in a different manner... more hit and run, they rely on TK for extra defenses.


Pikeman
Primary Role: Melee Opponent Control (Attacker Modifiers)
Secondary Role: Melee Crowd Control (Attacker Control)
Offense: Weak (2)
Defense: Strong(4)
Crowd Control: Moderate(3)


The Pikeman specializes in controlling and tanking groups of opponents. In addition to a generally strong defensive ability the Pikeman has the ability to significantly reduce an opponent's combat ability. These defensive abilities combined with some good area attack capabilities make the Pikeman a strong combatant.


Profession Mixing Tip: The Pikeman tanking ability is mostly based in their abilities reduce an opponent's ability to deliver damage. This ability combines exceptionally well with other defensive profession abilities such as Teras Kasi. A Pikeman who is not specialized in defensive skills is still extremely useful in a group situation as their ability adds perfectly to the defensive skills of other players allowing them to stay alive longer than they ever could on their own. While Pikemen are not by default powerful offensively they do get extremely useful utility abilities and area attacks that when combined with other offensive professions skills, like those from Swordsman, allow for some devastating combinations.



For those who have complained that pikeman are do more offensive damage than us... Seems that the devs were already aware of this, and I quote for emphasis "While Pikeman are not by default powerful offensively they do get extremely useful utility abilities and area attacks that when combined with other offensive professions skills, like those from Swordsman, allow for some devastating combinations."







Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate(3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)


Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy. Their damage output is only moderate however making them less than ideal for taking opponents on their own.


If you don't understand yet, please read the last sentence again. We are NOT meant to deal damage, no matter what that "3" for offense says. It isn't like we have horrible damage like some members of the forums would have you believe, they just want MORE.


We get utility abilities to help us stand toe to toe with high end enemies: ICoB, Dizzy Attack (which lowers opponent's defenses) Knockdown, which prevents an opponent from attacking, as well as adding an damage modifier.


"Less than ideal for taking opponents on their own." Teras Kasi is a defensive profession, if you want to be able to do more damage, learn another profession.







It is quite apparent that







Was going to say something rude, but noticed you are a Kaurian (well respected at that matter), so I will keep my tongue tied.
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