Teras Kasi Archive

Thread: TKM in the CU: I'm impressed.

shrjuhsjrsrhr
Fri Apr 15, 2005 2:36 pm
#14

It certainly aint bad



Edan Catarn - Jedeye Night
Nealile Ecisne - Ez Reaper
showmercy
Fri Apr 15, 2005 8:53 pm
#15

Meditate works exactly like it did before. Heals wounds, heals poisons, heals bleeds. Powerboost works as before, force of will appears to be broken but does the same thing it used to.



Maedrus - Teras Kasi Monk - Bloodfin
Ateis - Battlemaster - Corbantis Irilac Iacroesoat - Grandmaster Entertainer - Bria
WarWidow
Sat Apr 16, 2005 4:53 am
#16

cool





Seita: "The Iron Maiden" Loyal Imperial Panzer.
Shadmare: old school Master Creature Handler (semi-retired).

3+ year Scylla veteran (8/03). Vanguard here I come!
Served: LOD/MOD/MODSF/AEDI/DTOS/KV
OMGStarsiderisdownagain
Sat Apr 16, 2005 7:21 am
#17

I tested a master tka / master sword / master brawl this morning with a little medic and went out and solo'ed a krayt. Took me 14 minutes to down the thing but with buffs from the frog had no problems. It had 56k ham btw so don't fret folks just learn how to mix tka with other profs for max effect.



Syn the Beast
Ramona_Garcia
Sat Apr 16, 2005 2:49 pm
#18

Tested a bit.


TKA Innate Armor is about 40% or so, maybe a bitmore, against ranged and melee attacks. Stacks with a PSG.

Improved center of being halved the dmg I took.

VK dmg and unarmed damage mods did not stack - you did more dmg unarmed than with the basic VK.



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
DEADCROW27
Sat Apr 16, 2005 3:21 pm
#19

knucklers must be bugged. Unarmed does more damage than any knuckler even the razor you get at master.
KnightHawk420
Sat Apr 16, 2005 7:06 pm
#20


By my looks... the innate armor seems to be more about 50%...with a psg seems to be about 60%I seem to be block more dmg than everyone else with armor... granted been hard getting a good test in with all the crashing


Armor break seems to have some good utility.. in that it appears to be diminishing the dmg absorbed by the opponents armor by about 50%... so say instead of 300 dmg getting blocked only 150 gets blocked but the effect doesn't seem to last more than 1 or 2 combat rounds. In addition I haven't seen myself miss a punch yet, and yet alot of ranged seems to miss me 30% of the time or so. I'd almost say if you play your cards right TKM can make up for the fact that its not the dmg dealer if just by virtue of dmg reduction and armor break. I did rather well today in PVP.... Had a couple rifleman trying they're best to gun me down while I was beating up on they're friend... I had enough time to kill the friend while the other 2 shot at me, managed to get away from them too. I was rather impressed for being in my underwear and a formal shirt with not a weapon in hand


Powerboost I'd say seems more usefull now than it did before, but only by virtue that such buffs are hard to come by. Was running around today with 5k health


On the downside I miss all the different offensive moves TKM had... TKM feels like a novice brawler on steroids, more than some sort of martial arts master.


Was playing with a


TKM / Master Commando / 0/0/0/4 BH


template

Message Edited by KnightHawk420 on 04-16-2005 07:06 PM



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Ramona_Garcia
Sun Apr 17, 2005 5:16 am
#21

I'll test some more, but PvE with a TKM was boring. mission lair 2 levels higher - no chance. Mission lair 3 levels lower - no sweat at all, no risk, but the fight against critters that gave 1 unarmed exp took way too long. Combat feels slow and boring with the limited range of moves we have, and the time we take to kill a grey mob. I had minutes to dispatch some CL18 mobs with a CL56 TKM, and that is just plain stupid.



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
black-eye
Sun Apr 17, 2005 6:40 am
#22

ive only novice brawler skills on tc yet as i cba to grind up all this stuff on a tc, for nothing... but so far im not impressed, especailly the moves look really weak and the new "light" effects are nothin more then stupid.

i can live with the idea a tk should make less dmg then a swordsman or any other combat professions, for sure, u dont have a weapon, well we have knucklers but its kinda logic an unarmed fighter does less dmg then some1 with a 30 pound heavy hammer... but wot i really cant imagine is, how someone with this 30 pound heavy hammer can be faster AND more accurate then me fighting with bare hands ( and needs less action points.... lol, wot nerds did balance this? ).

another point im really curious about is how TKM as the main tank will work in high level PvE.... im spending a lot of time in the DWb these days and high level mobs like SBDs or DW Wraiths never miss a shot or hit.... i can stand this atm with a standard ( non effectiveness sliced ) armor and buffs but i need to watch my HAM ( and the medic in group needs ) , but how will it work after CU? the acc of this mobs is too high that melee or ranged defense may let them miss me, so does a doc or CM have to spam area heals every sec as in other MMPORG like WoW or EQ2. the tank can take a few hits more then the other classes but also needs heals and short time buffs all the time. the problem currently is, heals are affected by the BF and this goes up with every second in high level PvE... in EQ2 or WoW theres no BF so heals have ever the same quality, no matter how deep and long he dungeon is...

a TKMs innate armor and defence should at least work double good as the dmg dealers defences, otherwise the different roles in a group wouldnt make a sense...

im curious ....... and worried .... SOE, plz dont brake this game apart!!!



///black-eye - deadly nerfed lizard///
EsclavoTKM
Sun Apr 17, 2005 7:45 am
#23

Like most my biggest concern is that our cost for specials is simply too high. Considering we dont' wear armor and don't weild heavy weaponry, we shouldn't have such high costs. I can handle them cutting our dmg down, but our accuracy and speed? Makes no sense to me... again, we don't wear armor nor use heavy weapons, so we shouldn't be penalized in speed and accuracy.

On the upside, my normal template of TKM/Master Doctor is actually quite nice still. As a zabrak, using all the buffs available to me, powerboost etc etc, I was able to get close to 5k health. I was a little under by 300. Other species might be a little better, like Humans and Wookies, but not by a huge margin. The big problem is that healing during combat slows us down even more, so having a "pet doctor" along might be more efficient than trying to heal yourself. I was able to, but with a slight amount of difficulty in timing things just right....heal over time rules!!

I have to really get in there and test my normal combo today to see how it will really work. Problem for me is, combat is just so boring now that I can't get into it hehe.



E'sclavo Lares'an Bria Galaxy ~ Master Dancer/Master Creature Handler/Imperial Mansloot ~
Silencio Lares'an Tarquinas Galaxy ~ Teras Kasi Master/Master Doctor ~
Besa mi piel
No temas más por nada, siénteme!
Quiero que vengas para darme tu calor
Me queman tus caricias... de pasión!

Wahini
Mon Apr 18, 2005 6:14 am
#24

I didn't give up Master Fencer to become TKM because I wanted defense....this is AWFUL......................................so it seems that I gave up the WRONG profession....argggggggggggggggghhh


not impressed...TK has now become the OPPOSITE of what it should be.........with the new CU
ITK5
Mon Apr 18, 2005 7:00 am
#25

I didn't give up Master Fencer to become TKM because I wanted defense....this is AWFUL......................................so it seems that I gave up the WRONG profession....argggggggggggggggghhh

not impressed...TK has now become the OPPOSITE of what it should be.........with the new CU
Wahini
.
.
.
.
Blair's Blog:
Will we be getting detailed information about the skills before we re-specify how we want our character's stats redistributed (respec)?Or, will we get a trial period (say, a week or so) when we can re-spec at-will to try everything out?
* We realize how important this issue is, so let me say what we hope to do, and add the disclaimer that we haven't done it yet, so it maychange. We are currently working toward the idea that you will have time to play with your new skills and have the option of trying out different combinations. We don't know how long this will last, but I like your idea of letting playersexperiment with different iterationsfor a week before needing tomake a final choice.

*So you should be-able to pick up TKM instantly*



Jaedon Amigo -KU-

TerasKasi Master/Master Brawler/Doc

Pre CU TerasKasi Master/Master Lightsaber

Combat Upgrade Alpha Team

CU Master Lightsaber/Defender/Enhancer/Healer

NGE Elder Jedi

www.beishaolin-kungfu.com

Specter2k3
Mon Apr 18, 2005 7:41 pm
#26

The way TKM is now is Crap and thats the Devs fault ppl are not gonna want to have this as a Main Proffession asTKM should be a force to be reckoned with, which it isnt now, now ppl laugh and its not funny.



.
Page 2 of 3