Teras Kasi Archive
Thread: TKA Overpowered??
NeoEcks wrote:
Geevo wrote:
I am a Master Smuggler/Master Pistoleer & 4/3/4/4 TKA (will master tomorrow) ...
I cause more damage as TKA than a Master Pistoleer ... do you think that it is right for hand-to-hand to be so much better than a pistol?
I enjoy TKA ... don't get me wrong ... I just think that fist v. pistol ... pistol should win. Am I nuts? Do you think Pistoleer is under-powered? Do you think TKA is over-powered? Or do you think they are 'just right'?
i am a little confused... you say that you ARE a Master Smuggler AND a Master Pistoleer leaving you with 67 Skill points. taking Novice TKA leaves you with 32 Skill points... 4/0/0/4 TKA leaves you with 4 Skill points... so how in the galaxy do you have 4/3/4/4 in TKA? let alone enough points to MASTER it along with two other elite professions?
at any rate. i believe what you are running into is that after the nerf pistoleer became slightly under powered. what i do not understand (in addition to the skill points issue) is how you are not devistating people with the dirty fighting line in Smuggler. Last Ditch and Low Blow are some of the most amazing pistol attacks in the game. Bounty Hunter's Fire Shot is nice, but it is a DoT and thereby takes time. Last Ditch and Low Blow eat HAM bars like candy...
TWNinjaSteve wrote:
Neo, must have done some wrong math, but currently I am Master smuggler heading towards the infamous triple master (read almost any smuggler thread) You can master all 3, and I think it leaves you with 3 pts left over. Should be there within the next 2 weeks
...
Message Edited by NeoEcks on 02-09-2004 02:36 PM
I don't heal during combat ... unable to have Novice Medic ... and I have never had it anyway. Feign Death has always been my saving grace.
Also, my PvP experience is quite limited, just PvE ... which I have been taking on stronger things than I have ever been able to do as a Pistoleer/Smuggler.
I don't do the Bleed/Run thing (I think it is cheap and spoils the interest) ... So I have been playing with trying to do Pistol at a distance and switching to VKs as they get close.
This post was not intended to start a nerf idea ... and I know I still have a lot to learn about playing this combo right ... (any advice would be appreciated) ... it just feels odd causing more damage (or appearing to) as a TKA.
Ipseck wrote:
A little to add to the discussion. I'm a bit on the fence about this as well...
I find it odd that I can take out things with 60%+ kinetic resists standing toe to toe with them faster than I can if I use my DX2 on their acid vulnerable butts and kite them.
i'm not greifing, i'm not flaming, just pointing out the fact that standing toe-to-toe is the entire point of HAVING to deal out so much damage. how long would you last standing face-to-face, toe-to-toe, exchanging blows with a rancor using your pistol? not long i imagine. you see, you CAN keep your distance. you CAN kite to a degree, buy running and bleeding and doing your best to stay out of melee range. that is the idea of a ranged profession.
as TKAs we do not have the option to stay out of melee range, we are REQUIRED to get hit over and over as we stand toe-to-toe with the enemy. if we did not deal the damage we do, we would NEVER win ANY fights. the class would be useless. entirely useless. because of HAM limitations we have to be able to kill the badguy before he gets us. that is the traid off 16m range for power and speed
the extreeme other end (in my view) is Rifleman. when the patch comes through they will finally have the NEGATIVE melee defence that was intended in the first place. it only makes sense. a weapon THAT long is ineffective up close, but DON'T let a Rifleman get you in his sights @ 30-67m. you are done, and THAT makes sense because rifles are POWERFUL weapons, they should hit dang hard. and that is the traid off, power and speed but REQUIRED range to be effective
I find it odd that I can take out things with 60%+ kinetic resists standing toe to toe with them faster than I can if I use my DX2 on their acid vulnerable butts and kite them.
Any decently schooled ranged profession should be able to in most situations put down a TKA with ease. A TKA has a 3m killzone. Whatever enters that zone will most likely die in PVP. But as long as your out of that zone you've got a pretty great chance of defeating the TKA.
If your another melee profession, it can be tricky. If your a swordsman it's all about the mind bleed and mind hits. If your a fencer you need to rely on your defenses and out last the TKA. A good knockdown/dizzy though from a tka can ruin it all.
A pistoleer is no great PVE profession. Bleeds have been the staple of many pistoleers encounters in PVE. But that's soon to be changed. But pistoleer does have defensive qualities unmatched by other ranged professions. Defenses which except for dodge stack right on top of TKA's limited defenses. For instance defense vs knockdowns, dizzy, stun, posture change. A pistoleer although somewhat weak in both pve and pvp. Gains quite a bit of offensive capabilty from getting the dirtying fighting line in smuggler. At this point it's not a very far point stretch to also take TKA. Similar to taking master tka / command. The point stretch is easy, almost seemingly intended.
Both professions complement the other perfectly. And this combination makes for a pretty good PVE combat character. And an excellent PVP character. At this stage in the game you'll mostly forget about bleeds. And instead will rely much on your inherent defenses but more so on your offensive capabilities. There is no better way for you as a highpower close range TKA to get someone within your killzone than being able to knock them down at a nice range, add a delay to keep them there deal them heavy damage with last ditch on the way, just to finish off whatever might be left with your high dmg TKA skills.
This ultimately makes for a great 1 v 1 dueling template. In addition in larger pvp battles can serve quite well as the frontline assault. Paving way for the less defensive combat professions to lay waste from the rear.