Teras Kasi Archive
Thread: Are we that scary?
I don't think so. From my experience as a TKA master in pvp we're just about useless unless you can trick people to following you into buildings. But from the way people talk us up you'd think we could KD/dizzy just by looking at someone.
I agree with you 100%.
I was looking for buffs in Coronet and I was amazed by the number of TK Aprentices / Novices / Masters wandering about.
KD / Dizzy isso over rated it's disgusting...
Still to this day my favorite PvP fight I had was with a TKA.
People would say that both us commandos and TKAs are too powerful but let me tell ya, our fight lasted 30-40 minutes. lol Now if either of us were so powerful it would have been over in 10 seconds.
Ok, so I had buffs and pretty sure he did to and he had some cool medic skills but still, who doesnt go serous PvP without buffs?
Epac wrote:
its all about the kd/dizzy. nobody has fun in a duel when they are laying on the ground and watching you pummel them.
Oh and he did KD/dizzy me a lot, actually I was on my back most the time,but you can combat this. Its called armor and /stand. Really its not all that scary.
I agree that we are just about useless in PvP. Every time I duel someone, they always end up running circles around me. Is it good combat skills or chicken fever?
Leeana Brey, Shadowfire: TKM, MCH,
MBH relies on KD + Dizzy, DOTs and State Effects to win a match. We can't stand toe to toe and duke it out since we only have +24 ranged defense and +2 melee defense (It should be noted that a Master Dancer has more melee defense at +7 than a MBH). Our ideal situation is ranged 50~64 meters. Most duels in ports are within 20 meters.
With no defenses vs posture changes or dizzy, only a fool MBH would duel a TKM within 20 meters in a small enclosed area. MBH are about targets of opportunity, not slug fests. Our moves are designed to get the drop on people. An opponent whose power boosted and then hits COB is not unaware, they are ready. MBH is a gank profession. Our bread and butter is fast, accurate single HAM targeted attacks and multiple state effects. No big damage dealers per se (LLC in PvE the exclusion) and unable to slug it out on a defensive front.
Next we have Ranged Mitigation III at Master but not Melee mitigation. After one KD + Dizzy from a TKM you should be hitting us at about 600~800 damage per hit. You should be successful on the KD and the Dizzy the first try given our total lack of defenses if you are within range. I assume the TKs I fight to be Master Brawler as well and thus seek to move well past 20 meters.
So TKs are really the bane of MBH. You have defenses to all our state effects and can lay us flat in record time. However, if you give me 64 meters and the first shot I am confident that I can win. It's about knowing your class, where you are strong and where you are weak.
Dueling in a starport is not an ideal situation for a MBH vs a TK. In fact, I would saying dueling in general is not ideal for MBH.
Message Edited by RanShino on 02-03-2004 10:15 AM
You explained that soo much better than I did, very nice. I'm glad to see a BH who knows how to play his character. Too many think they should be able to walk up to a TKM and kill him with eyeshot. I know I stay as far away from TKM and Fencers as I can, and I'm a TKM myself.
RanShino wrote:
Just trolling through, I can offer insight.
(It should be noted that a Master Dancer has more melee defense at +7 than a MBH).
A ranged fighter running while shooting isn't chicken...it's just the only intelligent way to fight. Melee fighters are supposed to beat the living jawas out of ranged fighters if they get close enough....so the ranged fighter's only option is to run and shoot.
This can be applied to how a TKA might fight too...some might think that the KD + Dizzy is chicken because the TKA has to get the enemy on the ground to win, but it's just strategy...Melee fighters are supposed to have the living jawas beat out of them if they are far away from an enemy and the enemy has a ranged weapon, so the intelligent thing to do would be to knockdown the ranged fighter first chance the TKA gets and then turn that enemy into a new door mat before it can get up and kite again.