Teras Kasi Archive

Thread: 3 ideas for MTK to be a better TANK!

McCrow
Mon Jul 04, 2005 3:42 pm
#14



XrioT wrote:

Very nice ideas. I personally like the idea of having power boost be more effective at master level. Even if it gave +700 Health instead of +500 that would be very helpful to make mastering preferable. (1000 would be ideal )

Maybe similar to innate armor there could be a power boost modifier applicable at each skillbox. Something like +1 at novice and then +1 at each meditation skill box with +2 in the master skillbox. Each 1 represents 100 health and powerboost is available at novice. This would make novice capable of a 100 health powerboost, 4xxx capable of a 500 health powerboost, and masters capable of 700 health powerboost.

One other thing that has bothered me is that we have no disease/poison/fire resists. A person with combat medic in their template makes our defenses look like garbage. We may only be damaged for 100-200 by the person when we put CoB on, but the poisons/fire's are hitting us for nearly 300dmg each every 10 seconds or so for up to 3 minutes! I tested many templates verses my TKM/M.Pike and the only characters a had no chance whatsoever beating were the ones with combat medic because of the 10000+ combined damage poison/fire does within these 3 minutes.

7000 Armor would make us stand out as the tanks, more capability in power boost at master level would make the master box more preferable, and giving some sort of poison/fire resists would make combat with CM's viable without having to have doctor abilities yourself.





/completlyagree

couldn't agree more. Like he says we don't stand out "that much" as tanks. Our defence could do with a boost

6k innate armor doesn't seem all that good when Armorsmiths can make 6+K armor



GRAEME MCCROW
IMPERIAL BOUNTY HUNTER
~~~SECKS~~~
-=RED = DEAD=-



SidNitz
Tue Jul 05, 2005 8:58 am
#15

Hmmm....I really haven't runinto any big issuestanking 4 or 5 CL 82s simultaneously for PvEgrind groupssince completing my template but I'm also a Master Swordsman. I usually wind up using the sword specials w/ my bare hands asthe power hammerseems to leave me with no action after 3-4 hits on a mob.


It does seem like completing most of a second melee profession is a necessity for good tankage nowadays.


I definitely like the idea of allowing CoB to fire while moving once you hit TKM.



Os'khar Ackbhar, Mon Calamari - Master Droid Engineer - Master Merchant - Master Artisan - Novice Marksman - Novice Scout
Sullik Kree, Ithorian - Master Musician - Novice Smuggler - Explorer - Novice Medic - Fledgling Pilot
SHADOWFIRE - Visit AKTeknik Showroom & Cafe @ -400 -5570, Coronet
Tien Tzen, Zabrak - Teras Kasi Master - Master Swordsman - Field Surgeon
Syliene Skyed'oh, Twilek - Novice Carbineer - Explorer & Hunter - Emergency Technician & Stimpack Chemist - Novice Entertainer - Novice Artisan
RADIANT
Hyung Tso'lo, Transdoshan - Rogue - Teras Kasi Novice - Novice Creature Handler - Emergency Technician, Field Stabilizer, & First Responder
SUNRUNNER
SidNitz
Tue Jul 05, 2005 8:59 am
#16


Hmmm....I really haven't runinto any big issuestanking 4 or 5 CL 82s simultaneously for PvEgrind groupssince completing my template but I'm also a Master Swordsman. I usually wind up using the sword specials w/ my bare hands asthe power hammerseems to leave me with no action after 3-4 hits on a mob.


It does seem like completing most of a second melee profession is a necessity for good tankage nowadays.


I definitely like the idea of allowing CoB to fire while moving once you hit TKM.



Os'khar Ackbhar, Mon Calamari - Master Droid Engineer - Master Merchant - Master Artisan - Novice Marksman - Novice Scout
Sullik Kree, Ithorian - Master Musician - Novice Smuggler - Explorer - Novice Medic - Fledgling Pilot
SHADOWFIRE - Visit AKTeknik Showroom & Cafe @ -400 -5570, Coronet
Tien Tzen, Zabrak - Teras Kasi Master - Master Swordsman - Field Surgeon
Syliene Skyed'oh, Twilek - Novice Carbineer - Explorer & Hunter - Emergency Technician & Stimpack Chemist - Novice Entertainer - Novice Artisan
RADIANT
Hyung Tso'lo, Transdoshan - Rogue - Teras Kasi Novice - Novice Creature Handler - Emergency Technician, Field Stabilizer, & First Responder
SUNRUNNER
BenAfar
Tue Jul 05, 2005 2:16 pm
#17

Hmm, addone more...


6. Give us some master level crafted weapons! The only decent weapons for master TKA now are loot drops (Katarn & NK Knucklers), which is ok up to a point, but you can't redo the quest for the katarn knucklers so you have to buy a second one if you wear out your first (and haven't ADKed it, and not everyone has ADKs yet). There should be a way to build a great TKA weapon by finding the best components for it and getting it crafted.






__________________________________________________________________________________________
Arta Aseh Chilastra TKM / Master Doctor / Novice Pikes & some FS stuff
Mayor of Twilight Mist Talus home of The Republic Underground (TRU)
Rundarm Lagasse Chilastra Master Architect, Master Smuggler
Xipe
Tue Jul 05, 2005 2:58 pm
#18






BenAfar wrote:

Hmm, addone more...


6. Give us some master level crafted weapons! The only decent weapons for master TKA now are loot drops (Katarn & NK Knucklers), which is ok up to a point, but you can't redo the quest for the katarn knucklers so you have to buy a second one if you wear out your first (and haven't ADKed it, and not everyone has ADKs yet). There should be a way to build a great TKA weapon by finding the best components for it and getting it crafted.








QFE


As a Weaponsmith and TKA (on my two accounts) all I can say is Halleluja. Even crafting melee weapons for grinders feels like you're scamming them from the get go... melee weapons need to be brought in line with TKA and a craftable CL54 weapon needs to be made available.





--
On a long enough timeline, the survival rate for everyone drops to zero.

1) Master Weaponsmith, Master Artisan, Master Merchant
2) Master Teräs Käsi, Master Swordsman
maRRsTu
Wed Jul 06, 2005 7:21 am
#19



BenAfar wrote:

Hmm, add one more...

6. Give us some master level crafted weapons! The only decent weapons for master TKA now are loot drops (Katarn & NK Knucklers), which is ok up to a point, but you can't redo the quest for the katarn knucklers so you have to buy a second one if you wear out your first (and haven't ADKed it, and not everyone has ADKs yet). There should be a way to build a great TKA weapon by finding the best components for it and getting it crafted.






This will help us tank how? I think not having a Master level crafted TKA weapon is intended because we unlike any other fighting class have damage in our skill tree.



=-Marrstu Taglee-=


-=Master of Nothing=-






Please drop off all auction winnings at -870 -3421, Correllia.


Check out MaRRsTu's shop at Universal Mall, Corellia


Xipe
Wed Jul 06, 2005 9:04 am
#20

It will help us aggro slightly better, and it will give us a master cert. weapon that is actually better than our bare fists.



--
On a long enough timeline, the survival rate for everyone drops to zero.

1) Master Weaponsmith, Master Artisan, Master Merchant
2) Master Teräs Käsi, Master Swordsman
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