Teras Kasi Archive

Thread: 4 taunt boxes and no area combo

MasterRevan
Mon Jun 27, 2005 10:10 am
#14

You guys do not have area attacks for a reason, pikeman is the area attack class, each melee class has its own, swordsman is dmg, pikeman is area, fencer is dot and tk is tank
Chessack
Mon Jun 27, 2005 1:31 pm
#15


Melakum wrote:
i dont think you see the arguement some of us are making, its not that we dont like tanking, many of us enjoy the abilties that the tkm comes with, however, we just ask for a little bit of damage, mainly i ask that we get some more animations i dont care that much about getting damage increases cause swordsman moves allow me to hit hard enough with tkm, but the profession before contained animations that would help make the profession more fun





If you have swordsman then you should know that a lot of our good animations are in the swordsman tree now. You just have to do the sword specials barehanded (or with some sort of knuckler) and you will see them. We also do better damage with those attacks, even barehanded.

I'm not saying I like it, but there is a method (however annoying) to the madness. They broke up the possible combat roles into multiple profs -- defense went to TKA, damage went to Sword, and Crowd Controll/AOE went to Pike. You can't have all 3, by design. You can have any two, if you master two of the profs. Or you can have one role, if you only master one prof.

The days when all profs had some amount of damage, defense, and crowd control are over. You may not think that's a good thing (if you didn't, I'd agree with you entirely), but that's just how the devs want it. The CU was designed to specialize every prof in one thing so you couldn't solo as effectively as before, and so you'd have to spend ALL your SPs (or most of them) to have more than one very limited role in a group.

EDIT: As for taunt, I'd not mind having so many boxes devoted to it if it seemed to work. More often than not, from what I can tell, it does nothing... so I end up just ignoring it and doing damage instead.

C

Message Edited by Chessack on 06-27-2005 01:32 PM



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
Melakum
Mon Jun 27, 2005 1:35 pm
#16

i would agreee its just sad to have the tkm animations in swordsman, lol hard ot let go of the past, haha, like ive said many times i think tkm/master swords is the closest to the old tkm we can get hehe thats why i am it, and adding healing helps out hehe,





Melakum
Master Spy
Former Teras Kasi Master

Elder Player (Pre-Order, Pre-Publish Six, Pre CU, Pre NGE, and still here)

Master Spy -JKO-

-JKO-
JediForceGuy
Mon Jun 27, 2005 3:12 pm
#17

I really enjoy being a tank, really I do. I could care less how much damage I do. I use CoB and Sword Flurry to keep my def as high as possible. I inflict various status attacks from TK, Fencer and Swordsman. I have limited healing power with 4000 doc. I have clothes that grant me an extra 16-15 def per piece.


Yet I can't tank...


I've devoted myself to a tanking profession yet when I go to tank a lvl 80 it kills me in two hits. If that's 5 defense then pure crafters must have 4.


We need Adv. CoB in the master box. I think that's fair. Better Innate wouldn't hurt either.






3Sydonia Sanshiro4

\LIGHTSABER SAMURAI\

If you didn't know who I was before I made this sig,
you're either unimportant... or Rivvers.
quitch
Mon Jun 27, 2005 3:16 pm
#18

about 3 ranged professions have area attacks, but only 1 melee does. and melee are the tanks for the most part...



-who lightdust
MarsBaal
Mon Jun 27, 2005 8:49 pm
#19

I have TKM, Master Swords, Pike 33xx and fence xxx3.


I use the Knucklers of Katar always and have CoB on a 20sec macro. Using sword flurry to boost def if the going gets tough.


are knock down as often as possible and area attack straight after knockdown. I keep my target bleeding and Armour broken.



I can stand in the middle of 5 lvl 80+ gurks and tank the lot of them, can even kill them off one at a time.


I saw the need for certain abilities so I went and got em.




********************************************
I don't care who you are,
who your character is,
how long you've been playing
or what template you use.

IT'S JUST A GAME, now get over it
********************************************
Purefear
Tue Jun 28, 2005 12:47 am
#20

I think TKM is just fine as it is... i absolutely love it. TKM is a tank, not a damage dealer. And if you think that other classes can out tank a TKM (accept for maybe jedi) then you are sadly mistaken. If you want to be a damage dealer then you need to play a diffrent class. The reason for having 4 taunt boxes is that your taunt become more powerful with each box, helping you to hold agro better. Which should be your primary attack since you are suppose to be a "tank" and TKM doesnt do bad damage at all, i dont know what type of weapon you are using but i like the Katarn Knucklers. 324 base dps. However the thing i dont really understand is why TKM doesnt get the Area Taunt and Swordsman does ... that is the only thing that i might complain about.


TKM = Tank not damage dealer


Master TK / Master Swordsman / Doctor 4000



Asylum's are for the sane. It is the insane that rule the world, this world of destruction, and in this insane world the sane seem confused. - Me

"Jedi are Keepers of the Peace not Soldiers." - Star Wars II: Attack of the Clones - Mace Windu

Aspibrii Hilesopa
Melakum
Tue Jun 28, 2005 12:50 am
#21

i dont think you see the arguement some of us are making, its not that we dont like tanking, many of us enjoy the abilties that the tkm comes with, however, we just ask for a little bit of damage, mainly i ask that we get some more animations i dont care that much about getting damage increases cause swordsman moves allow me to hit hard enough with tkm, but the profession before contained animations that would help make the profession more fun,





Melakum
Master Spy
Former Teras Kasi Master

Elder Player (Pre-Order, Pre-Publish Six, Pre CU, Pre NGE, and still here)

Master Spy -JKO-

-JKO-
Indigho
Tue Jun 28, 2005 5:10 am
#22

Actually you can have three. You can be TKM, MSword and MFencer. I have to agree about the area taunt. We should have that for tanking. Area attack would help, but I can see where that might be considered "too offensive". If you really are interested in getting aggro, get CM area heals. I guarantee you will acquire and hold massive aggro. Obviously you cannot do the last if you master the three professions I mentioned earlier.
karther77
Tue Jun 28, 2005 8:20 am
#23

I've devoted myself to a tanking profession yet when I go to tank a lvl 80 it kills me in two hits. If that's 5 defense then pure crafters must have 4.


-----------------------------------------------------

HUH.. I am TKM / Master Sword / scout 4-0-0-0 / novice SMug..


I can stand there with COB on without sword flurry and take 2 level 80+ with no problem.... sometimes 3 if I really work it right.. I normally start off by knockdown on one then the other then dizzy the other then back to first dizzy bleed then other dizzy bleed then knockdown knockdown knockdown back to comboshots all around I do well and I dont have ANY healing.I do incap every so often with 3 but I do also sometimes win the day..and I tank well for others.. I hold agro using improved area tuant and normal tuant since timers work after each other for most the time if used in the right order...and I hold good agro even with riflemen shooting at them hitting for better damage than I. Every so often the creature will move off but then I move toard it abit and re improve area tuant and I re agro it. Been doing this sicne CU and ALL working well... keep working at it..



Nuff Said...




Dark Bored... to death with this game..!
Diet Coke " NOT " / PLAIN VANILLA MORE LIKE

Blixx'Rey umm Jedi? I think. Village Completed was waiting for the old Fart when a Tornado took me away like Toto to this wonderland we now call Star..umm something or other...that thing far far FARRRR away...Now FORCED to respec and receive shame for something I did not cause. And waiting to loot the magic ruby red slippers to take me home. Meanwhile playing KidTendo intill something better comes along...Maybe another Tornado Ya thats it....Sheeeshhh
Titles above your head are Just plain stupid.
Cuit
Tue Jun 28, 2005 10:07 am
#24

no real problem with the attacking issue . . . I just picked up the pikeman line in brawler and got the area KD but . . . .


I only wish that taunt was on a timer like warcry and bleed and such so that when you do pull aggro, the rifleman in the back can't take it until the timer finishes. I'm tired of chasing mobs cause taunt is only affective until the rifleman hits.



Bis Cuit

pre NGE:
FormerTKM, Master Swordsgirl, brawler 4/4/4/0, scout 4/0/4/0, nov CH
Jedi Paddy unlocked 11/13/05, 11:00 pm est
Master Dancer - retired 9/18/05

I like shiny things ^_^
Chessack
Tue Jun 28, 2005 10:23 am
#25



Cuit wrote:
I'm tired of chasing mobs cause taunt is only affective until the rifleman hits.




Bingo.

C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
Purefear
Tue Jun 28, 2005 11:02 am
#26

Eh, i dont think you have ever played any other class since the CU, because all other classes take about 2 - 3 times more damage then the TKM. I know with MBH/MCarbineer that i tried out before, even with duelist stance i got hit for about 120 per hit by level 80 mobs, and doing level 80+ group mobs was impossible. But with Master TK, Master Swordsman, Doctor 4000 i take about 60 damage from level 80 mobs with improved CoB on. And with that healing tree I can go for a really long time.


Lets put it this way, I can tank necrosis for a fairly long period of time.



Oh yes, on another note. I do believe that they need to make the cool down timmer for TKM taunt alot faster. Basically taunt works like this.... You have a group that is bashing on a target each building agro because of the ammount of damage they are doing or ammount of healing. Each mob has a "list" of players that are currently attacking it. Lets say Bob, Nancy, Drew, and George. George is the TKM in this instance. Bob is out damaging the whole group and nancy is healing lets say very little, george has not taunted as of yet. The mobs list of players on his agro would more then likely look like this:


Bob

Nancy

Drew

George


Now as you can see George is at the very bottom because he is doing the least damage/healing. Currently the mob is attacking Bob because he is doing the most damage of the entire group, however Nancy still has a chance to build up enough agro to force herself into the top position because she is healing.


Taunt is applied by george rearranging the mobs agro list by placing him on the very top:


George

Bob

Nancy

Drew


However both Bob's and Nancy's agro has NOT been erased by georges taunt it just placed him on top of the list... aproximantly2.0 (with all the taunt bonuses)over the George who was previously at the top.


The problem is with the cooldown timmer of the taunt. Since it is so long Bob ends up applying enough damage to place himself on the top of agro list for the mob, but because of the long cooldown timmer of the taunt george is unable to taunt again to hold the agro on himself. And from my tests taunting several times before anyone attacks does not cause a stacking effect, such as 2.0 per taunt. It puts you up over the next person in the list.


Right now area taunt is the best taunt you can get because of the VERY short cooldown timmer, which is like 1/4 of TKM taunt and also taunts all mobs within 6m of you. You can hold agro very well with area taunt because of the short cooldown timmer so you can keep yourself at the top of the mobs agro list.



Asylum's are for the sane. It is the insane that rule the world, this world of destruction, and in this insane world the sane seem confused. - Me

"Jedi are Keepers of the Peace not Soldiers." - Star Wars II: Attack of the Clones - Mace Windu

Aspibrii Hilesopa
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