Teras Kasi Archive
Thread: Advanced Combo Attack vs Melee Hit
Vshbaa wrote:
iijin wrote:
WHAT!?! and ignore Jedi for a month?? NEVER!!
LOL, how about they put our offense back in altogether
I can combo hit or.......combo hit again LOL
As a TKM and a Jedi, I can say that you have no clue what your talking about.
As tanks, damage isn't our main concern, absorbing damage is. Even with this in mind, Advanced Combo does some great damage, even though it reports it incorrectly.
Jedi on the other hand, just suffered some massive nerfs. A Master Doctor easily out heals a Master Healer. A Master Rifleman easily outdamges a Lightsaber Master. The superior tanking ability of a Master Defender in comparison to a TKA is minimal (10 more innate armor, which is something like 2% more damage reduced). A Master Enhancer has few abilities that are not eclipsed by non-Jedi professions. A Master Powers Jedi can easily be outdamage by a non-Jedi.
Sure other professions have issues, but those professions also complained about Jedi being to powerful (when the only thing that made them more powerful was heals and defender, meaning a TKM/Doctor is now more powerful). TKM is a tank, and tanks extremely well.
Oh, forgot to add, Jedi weren't ignored for a month, they were ignored from before the CU until now. We were allowed five Jedi testers on the CU Testing server, and only two or three were actually given Jedi skills to test. No major changes were made to Jedi during the CU to balance them, so they needed a publish.
Message Edited by Vshbaa on 06-22-2005 09:46 PM
First off I am sorry if I hurt your Jedi feelings with that little bit of comedy, As a TKM I am not so much interested in my "tanking" ability as I mostly hunt alone. It was previously stated that our breakdown was defense 5 offense 3, well IMO our offense is no where near 3, more like 2 or 1 I really believe we have the weakest offense in the gamealso we arent the best tanks in the game. All beside the point; my main grief is with the number of offensive moves or specials that we get, you of course wouldn't experience anything like this considering you are Jedi, which gets 12 offensive specials to which you can choose from, IF you go with MLS, if not there are the same amount of (3) offensive specials in nearlyeach lightsaber tree.
Now it just makes sense that you would be using a lightsaber for offense being a jedi and all, and being that you were a CU alpha tester for Jedi I would assume you were a Jedi pre-CU, which means since CU you probly haven't played as a TKM offensively all that much. Soyou probly couldn't call yourself an "expert" next to someone who has played TKM as a primary combat profession in the CU /ponder.
As far as Jedi being nerfed, this is all pre-emptive speculation, you never know the profession may not end up nerfed much at all, you havent played the live version yet. Still that is beside the point, Jedi in this patch and many previously have gotten a majority of the "fixes" or "nerfs" to the point that it appears to me that the Devs are neglecting the other professions in the game all to much.
Even still beside the point, the remark I made about Jedi was merely a scarcastic remark ment to mock the Devs for what I perceive as them spending too much time onsaid profession. Obviously I hit a nerve in you with this little bit of scarcasm, no pun intended. The second part I do believe to be an issue although I stated it in a comedic manner, I dont think we should have to resort to getting swords to attain an offensive power. All in all though, I just want more TKM moves we only get three offensive moves in TKM, innate armor is great and all but I still got TKM to be able to beat people up with my fists.
Cobra1107 wrote:
It's just a bug with the combot log readings. Combo Attack really does about 3 times the damage of melee hit.
TKM can do decent damage though if you do your template right and get the right equipment. I can dish out about 1200 damage every 2 seconds and should be able to get that down to 1 soon enough.
"
Armor Break - Quality
Centre of Being - Cant catch me lol
Taunt - Ok this is broke and doesnt really do a job unless your with newbies
Vshbaa wrote:
Lets see, a few corrections:
I was a CURB Alpha Tester for the Test Center team.
I actually play my TKM more than my Jedi (I have a TKM on Kettemoor, Eclipse, and Test Center).
MLS cannot compare to TKM, as MLS is an offensive profession.
TKM doesn't have many moves, I'll agree on that, but Advanced Combo Attack is not a bad move at all.
However, TKM has Advanced Leg Sweep which is defensive/offensive depending upon your point of view. Dizzy is useful as well since it allows you to do more damage. Combine Dizzy and KD and you do a bit more damage. In sum, TKM may not have many moves that cause damage, but they have two that will increase the damage they can do.
( Quote from Steve Perry [the guy that created the Teras Kasi] )
Taigei: By what principlesdo teräs käsi practitioners live?
Perry: That depends of the depth of dedication and training. Viewed strictly as a fighting system, the art is aggressive rather than passive -- the best defense is a good offense. When in doubt, go in and hit. Phow Ji, for instance, was pretty much a sociopathic thug, but he stopped at the mastery of the physical.
I haven't gone into depth about mental and spiritual development, but it would tend to be a bit more aggressive than the Jedi arts. Meyer Baba's non-violence of the strong: Peaceful, as long as you leave me alone, but when threatened, one's response matches or exceeds the threat.
Both MLS and TKM are offensive professions, well at least TKM should be LOL. I am not sure what your defending here? By the way you are arguing this, you would be upset if the Devsgave TKM3 or 4 newoffensive moves into the profession?
I understand how to play and btw dizzy cuts the opponents defense down too, I am not arguing that our moves are worthless I wish they did a little more damage, but the real thing is I get tired of how lame the other moves are LOL combo is a good move and it is cool looking but the rest leave much to be desired. and against a big opponent it gets all too repetitive.
Also as a BH I have fought quite a few Jedi and TKM doesn't hold a candle to them in terms of damage, infact TKM doesn't hold a candle to anyone offensively in PvP.
I've read what Perry said before, but his vision for TKA and the Dev's vision differ.
I would not mind TKA getting some more moves, but they cannot have so many that it raises their offense number, for example:
Swordsman has Power Hit, Head Hit, andCritical Hit as moves that directly deal damage.So Swordsman (a 5 in Offense) has 3 damage dealing moves.
Teras Kasi has 1 damage dealing move (a 3 in offense).
Mathematically TKA should have 1.8 damage dealing moves for the rating of 3, so its justified that we should get another damage dealing move (preferibly one on a different timer to allow comboing).
Vshbaa wrote:
And to add to this all, I feel arguement brings better results than brainstorming, so take no offense to disagreements![]()
None taken,
iijin wrote:
Vshbaa wrote:
And to add to this all, I feel arguement brings better results than brainstorming, so take no offense to disagreements![]()
None taken,one move would of course appease me as its more then we have now, although I would love to have 2 added
![]()
Even if you *think* TKM should be an offensive class based on what you have read or your own conception of a martial artist, the bottom line is that TKM is not defined as offensive by the developers of SWG. I hate to burst your bubble but in reality that is all that matters. You can argue semantics about how you are the customer and are always right or whatever you feel justifies your conception of an offensive TKM, it will still come down to how the devs interpret what they want the class to be. Post-CU, TKM is great defense and basic offense. If you want big hits and the ability to solo high end content with your damage output and state effects, go rifleman + <insert other fotm support class here>.
Have fun! ![]()
bikebum wrote:
Even if you *think* TKM should be an offensive class based on what you have read or your own conception of a martial artist, the bottom line is that TKM is not defined as offensive by the developers of SWG. I hate to burst your bubble but in reality that is all that matters. You can argue semantics about how you are the customer and are always right or whatever you feel justifies your conception of an offensive TKM, it will still come down to how the devs interpret what they want the class to be. Post-CU, TKM is great defense and basic offense. If you want big hits and the ability to solo high end content with your damage output and state effects, go rifleman + .
Have fun!
And I suppose you are the guy who would probably strive in a socialist society or under a Dictatorship.
Ive been doing a few duels and ive been doing fine, although ive got +24 unarmed accuracy and +8 speed in tapes...
So I fought them with my bare hands as I dont have the katarn knuckler yet. But I feel that if I had the katarn and a bit of doc or CM which im going to grind up now I would have taken them.
Even ended up pretty good vs jedi, held out for a good while until he cut me down (thank god for improved cob
And just only the ability of not being forced to use armour and +500 health with powerboost, makes the TKM a number one profession to have if you ask me
The fancy moves is also lovely.
fellow monks , if you guys study the new system you will find out that there are non stand alone professions anymore , basicly becomming TKM just means that you started your jeorney to knowdladge , then its up to you what kind of tera kazi you want to build.If you see how the developers now let us use different attacks from different professions you now have different options .
you can create:
tera kazi master doctor , good for support heal and taking heats from agro or jedis while you drag and heal fallen allies
tera kazi swordsman : this tera kazi deals damage ,
tera kazi pikeman : a crowd control tera kazi , not too heavy on damage but more on snares , regen slow down and area knock down.
tera kazi combat medic:your hits arent your offensive , your poisions and snares are , poison away and tank the damage while your poison does its job .
get the picture ? in the new system you can have a pike man , rifleman , commando , smuggler whatever and the customize your profession to were you want to lean to.
learn the system and adapt , stand alone professions are not viable anymore .Someone mentioned pistoleer , pistoleer alone canot beat a tkm easely , but a bh pistoleer can.
its not too bad , with my template i can go one on one with a jedi knight but i get owned by ranged , get it? if you create one strenght then you will become weak in another