Teras Kasi Archive
Thread: blue cons almost incap me
The game is just boring now. Why would I want to run around being glad I killed a white con that gave me 1xp. Or for that matter one yellow con and needing a 5 min break. I don't know about you guys but this is a game and that isn't much fun. i do haveother things i could be doing except i used to find this fun. being able to go to endor without being scared **edit** less that a couple white cons might step in.don't need to spend weeks on getting the last couple boxes to mTKA.
Just my opinion.
Aurilius.Starsider
... and for the record. Not once did I state I died to blues. Died to a white when a blue came to assist. But that's a different story. Basically died there trying to keep them in control with bare handed knockdowns and bare handed debuffs. Not a whole lot of HAM left to actually take hits or fight with when you get multiples of a decent con at master level.
When I went back and finished them off, I got 150 unarmed xp for the white, and 50 xp for the blue.I somehow doubt Tera Kasi were meant to die to 200 xp worth of creature or less, as others are stating. Call BS all you want, but cons just aren't the same at master or near master.
It just plain isn't worth it to be a tk master atm. Unless of course you have CH on the side as well as medic, basically.
I will admit, I'm gimped..I died to a blue escaped slave just outside of the science outpost, two shots from range /me heal stim pack, close range, 1 more shot ...get into melee range, start melee at half health, 70% mind, 70% action.... Try KD (fail) / Stim pack/ try Intemidate (fail)...at 40/40 Health/Action now....Stim pack....mind 30% Try KD again fail..die...
BTW I had a pet ...![]()
dB
For all those that don't mind using macros here's one you might like which is what I use to fight imps on rori, I'm a 0/1/3/2 TKA BTW:
/ui action toolbarSlot07; /unarmedknockdown1; /unarmedDizzy1; /unarmedStun1; /pause 4; /ui action toolbarSlot07; /attack;
My knucklers are on the eigth slot, just in case you didn't figure that out ![]()
Of course you might have to adjust the lenght of the pause if you are higher or lower than power 3, but with that macro i'm able to take on 1 medic, 1 trooper, and a Sargeant most of the time without getting incaped and they all con white to me ![]()
I you don't like macros that's fine, and if you can improve on that macro please correct me because it might not be as efficient as it can be since that's the first macro I've made.
Good luck to you all and don't forget macros are your friend ![]()
It would be interesting to know everyones race and HAM stats, because quite frankly I am going to side with Selwynn on this one. I am a Trandoshan Master TKA with 900 Health, 900 Action, 900 Mind and the rest in the secondaries (mostly the mind secondaries, as I heal my own Health and Action with my medic skills). I have absolutely no problems with things that con white or less and can take some red cons depending on what it is. Just today I was out soloing Nyms (white to red con) on Lok without difficulty. Never incapped or died once to the Nyms -- now the random aggro on Lok is a different story ![]()
Maulers *might* incap me if I got attacked by 3, because they have a ranged attack and can pepper me from a distance before I can get close enough to start killing them. I think that is definitely 'as intended'. Generally when this has happened I have been able to use terrain or buildings to interrupt the LOS so that they have to enter melee range. But 3 blue cons who can shoot a melee guy *should* win unless the melee guy can make them play his game.
I don't die to white cons or less, barring freak accidents. Multiples do cause a problem now, whereas when I could use knockdown I could take 2-3 at once. Probably also 'as intended'.
Some Notes
1) The only styles I routinely use are unarmed lunge 1, dizzy and knockdown 2. I do all of the rest of my damage unstyled.
2) I always unequip VKs before styling.
3) I carry stimpack B's heavily experimented by a Master Doctor that heal me for 300-400 a pop. I also carry stim C's that heal 500-700 a pop, usable at pharmacology 3. I highly recommend medic skills if you have the room in your template.
4) I wear no armor.
Did I like my TKA better before the patch? Yep, but to be honest the ability to permaknockdown mobs was a bit unrealistic and definitely unbalancing. I really don't think we were meant to take on most any mob without fear. I am really not sure why some of you are finding it impossible to take on blue cons at this point. Not sure if it is the racial bonuses a Trandoshan gets, a matter of playstyle or some other factor.....but I definitely have experiences more like Selwynn relates.
No flames please -- I still think TKAs need some improvements, mostly in the ability to absorb damage. I don't think 'All is Well', but I certainly don't agree that 'The sky is falling' either.
Agreed, Humanoids are easier because they will fall down dizzy sometimes. Usually enough to keep the fight even. However, the dizzy/lunge/KD does not work on a lot of mobs and there are lots of non-shooting mobs that seem to be able to hit while kneeling, or at least their position status indicates they are kneeling. This is a problem.
No idea if Nyms are humanoid or not as I never fought them,but I am thinking Nym's guards/smugglers/whatever - meaning lunge1 and dizzy is enough to take them out if you just get one. That's sort of a 'gimme'.
I am trandoshan, halfway to doctor, master terak kasi and master brawler to boot. 850 in all pools, maxed focus and willpower, str, con, qui and sta all at racial minimums. No armor whatsoever. I also have personally made stim d's that heal 462-924 a go. Healing is not a problem. It uses negligible mind for me.
Just went to dantooine to see how I fare vs Pikets now - they were my preferred mob of choice at the end of my levelling.
They still con white at master and I can still take them when I get one at a time, with the *extra* skills I have (stimpak d's work wonders so long as you don't get knocked on the head). That is if I am prepared to pop stims 2-3 times a fight, and use unarmedlunge2 instead of knockdown2 to save ham. I tried a few fights with knockdown2 as I used to, andI had to pop both more stimpaks and take more time to regenerate mind at the end of the fight. Oh and intimidate was on the pikets at all times, something else a non-master brawler will have a hard time accomplishing.
The problem is, look how many skillpoints are used just to take a white con now as opposed to pre-patch. Anyone unwilling to spend 48 skillpoints to add master brawler to their repertoire for a cheaper knockdown and long lasting intimidate is going to need a lot of healing. Anyone unwilling to spend whatever skillpoints it takes to use those highly experimented stim b's you were mentioning is completely out of luck. There's no way I could take these Pikets down period without healing. My own ham expenditures from keeping it pacified with unarmedlunge2, intimidate2 and blind would have lost me the battle. Without spending ham to accomplish these things, I would certainly have lost the battle.
So, as it stands, knockdown1/knockdown2 is clearly inferior to unarmedlunge2 for experiencing. This invalidates two of our most prized moves, pre-patch. It also means that TK are going to have to cough up another 48 skillpoints and invest time to get master brawler if they want to continue to have a relatively low cost knockdown (until the devs nerf it as well). Without coughing up a minimal amount of medic skillpoints - at least the 15 for novice medic - I think you can use meds requiring 5 med use then - but they certainly won't get the full benefit with minimal medic skills from these packs. Add to this the reliance on these same stimpaks to reduce downtime were the tks to migrate their stats for better mind useage and regeneration, and you've got a profession of stimpaking junkies =)
My own personal configration described above was able to take these pikets, usually without stimpak use pre-patch. I'd usually pop one after combat to avoid downtime. That's too powerful? Taking a white as master tk/master brawler and only having t pop one stimpak as I was halfway through doctor?
I'd suggest a comparison to how other melee classes fare vs an ideal white con at master level. I'd wager they don't have any major problem with one white con, even without master brawler/any medic skills.
Just tried some faction missions. lunge1 + dizzy make a mockery of white con humanoids. Expect a nerf soon. Then the poor fencers won't have anything to use at all =(
2 white con npcs and one dark blue con. Ate one dizzied white con while the other two fired at me. Healed throughout. Ate second dizzied and lunged white con as dark blue fired. Down to 30% mind by now...
Ate last dark blue con after lunge and dizzy. Ended up popping stimpaks about 5 times, and ended the battle with 25% mind pool left.
Just makes me believe they should either put knockdown1 and 2 back to their original ham costs or make it so that no matter what we use - like brawler skills - we can't take white cons. It's a mockery. All they have accomplished is to force us to stop using kd1/kd2and suffer more downtime for longer fights.
I *still* say get a few non-humanoid (read: dizzy exploitable) mobs on you of dark blue con and you'll be missing the kd1/kd2/cheap ham costs as they send you to the cloning facility.
Hmm...that sounds about right Gutshot. And it seems a far cry from what was described in the first few posts in this thread. If I remember, a 'white' con is supposed to be our equal and should lead to a 50/50 chance to win a fight. Obviously, the healing skills make a huge difference.
What the devs really need to do is improve our defense. We should be able to dodge/parry/block -- whatever -- some hits to avoid the damage to our HAM. If they could do that, the increased HAM costs for specials would not seem like as much of a problem as they do now.
Again, the profession does need work, but it's not nearly as bad as some people seem inclined to make it out to be. And I can't comment about the viability of every other melee profession out there, but I do know that when I show up to a fight, all of the fencers/swordsmen/pikemen seem pretty darn happy to see a TKA there to help out.
"What the devs really need to do is improve our defense."
OhI agree entirely. If they threw us some kind of defensive bone we wouldn't care what knockdown cost in terms of ham. I personally only use knockdown and it's ilk (unarmedlunge2 and lunge+dizzy) to keep the hits on me down to a minimum.
The bad thing as, as folks are discovering, with knockdown/unarmedlunge2/lunge+dizzy, if we can take a white, we can take a red.
This brings us full circle. All they needed to do, in my opinion, was to add more knockdown resist to mobs dependent on their con. They could lessen the resist of blues and down while they are at it.
My whole argument since nerf day has been that the move they made to keep us from killing reds and yellows has seriously hampered our ability to take on whites as well. Of course workarounds like getting MB for unarmedlunge2, fighting only humanoids and abusing lunge1 + dizzy work to let us fight white cons. I am just annoyed as hell that they made our two best moves basically unusable in the first place.
I'd be perfectly happy if they took our knockdowns away completely, and gave us some hefty *working* defensive measures.
It's not just us though, we were fortunate to have knockdown at all. Fencer and Swordsman don't. They both get dizzying/posture lowering attacks. They still have a hell of a time with quadrupeds. Pikemen have knockdowns but they have such horrid accuracy issues they's be crippled completely without it.
I really think they need to beef up melee defenses across the board. I'd more than happily see knockdown of any type removed from the game, were they to actually give us something worthwhile to replace it.
As for the whole dying to blues thing - I'll die to multiple blues with guns/ranged attackskiting me - but that sort of thing would kill me pre-patch. I ceetainly don't say anybody is lying as I haven't felt much like playing since the patch, and being master, feel even less like taking on big mobs, as exp does me no good anymore. I only went out today to see how I did vs the pikets for testing purposes.
If folks sare saying blues or multiple blues are killing them, I can see why if they tried to use kd1 or kd2 to control the situation. That's exactly how I died to a white con with a blue add. Trying to keep them both down and debuffed combined with them pounding me left me unable to heal as I ran out of mind.
It's better since i switched to unarmedlunge2, but seriously,using a master brawler knockdown overa knockdown in the 4th box of a tera kasi tree is disgusting. Why are we tera kasi anyway? I could use the unarmedlunge as a master swordsman in between mind bleeds/mind attacks. If we can do it so can they. Just wait til they read our boards and see how good unarmedlunge2 is. They'll be knocking down things as good as us, and doing more damage to boot =)