Teras Kasi Archive

Thread: Does anyone USE TKA??

Bladius
Fri Aug 12, 2005 12:27 am
#27

I guess I just sucked at PvP and no one feared me


Anyways...Kur...that's the name of a creature from a series of books I read a long time ago..Cabot was the main character I believe..I just forget the titles...so many books in the series. That author had a grand vision for us men..to bad it don't work that way eh? Well unless you are a porn star lol....



Tyr'Ka Bladius

Cleaning up the galaxy one "mark" at a time

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Kur
Fri Aug 12, 2005 12:37 am
#28

*is a pornstar* lol didn't you see me in Wookiee Luver #s 2-3-4 and 7?



Kur'durr is actually my name...its a french anagram



What had disenfranchised you about the the Pre CU post Post Buffing Gods world?



Kur'Durr-Elder Master Riffleman-Elder Master CH(FOREVER)-Master Rebel Pilot-Killing and Looting since thats all "we" wanted from SWG.
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NavyIC1
Fri Aug 12, 2005 9:36 am
#29

Well,I have fought two jedi (though they are not Knights yet, one was a MLS, the other a MDEF) and even though the fights lasted 15 minutes or so I was still able to beat them. I am a TKM/ Master Swords/ Doc 4/0/0/0 with a Melee Defense of 295. I stsrted off with my Powerhammer but switched to my KK's when my action got low. The KK's took less action and have a dps of 635. So while I think the tables would have been turned if I fought a Full Knight, a decent TKM can hold their own against most Templates.



Ironfox, Teras kasi Elder-Colonel, Imperial Army/ Inquisition Imperial Pilot Ace, Master Medic/Elder Medic

Always a Teras kasi at heart! Before the NGE I mastered the following: Master Marksman, Brawler, Medic, Teras Kasi, Doctor, Carbineer, Rifleman, Swordsman, Pikeman, Creature Handler, Bounty Hunter,
Holla_Poon
Fri Aug 12, 2005 4:46 pm
#30


M template is master doc/mtka swords 0010 and FS melee speed ranged def.......excellent in pve can solo krayts except ancient. Right foods and buffs you can hang with and beat alot of jedi. Beating on the paddies is really funny I use the kk have a 8% dmg 3% crit 2% speed with nice bio clothes and CA. I really have no problem in the damage dept just keep armor break on them and have good mind regen and a sac pup. Mel def is around 300 ranged around 270.

Message Edited by Holla_Poon on 08-12-2005 09:03 PM



IGN Brese

Retired due to NGE.
quitch
Fri Aug 12, 2005 8:11 pm
#31






TravonLepen wrote:


I use a triple mastery template.


For damage dealing I use fencer weapons with swordsman specials...


I will go totally unarmed if I am the designated tank in group situations.






the right PH can be better than any fencer weapon



-who lightdust
TravonLepen
Sat Aug 13, 2005 4:43 am
#32






quitch wrote:






TravonLepen wrote:


I use a triple mastery template.


For damage dealing I use fencer weapons with swordsman specials...


I will go totally unarmed if I am the designated tank in group situations.






the right PH can be better than any fencer weapon






yeah, I do have a 1100 max damage PH (without pup) so I know what ya mean...


and only 95 SAC, i never had a problem damage dealing.





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buellronin
Fri Aug 26, 2005 1:35 pm
#33

you dont mean tkm was uber you mean tkm that was stacked was uber


lets face it they had like 10 to dizzy and like 25 to kd


unless they had some fencer 0440 or something they stunk


pre cu states meant something now they are useless dizzy rofles yeah ok not worth being on my toolbar atm


as stacked tk pre cu would fight take alot of damage and not get dizzy kd'd however if he got one little janta knife on him or a small poision or fire he would die really easily



now my favorite fencer doc 4030 i know some say go 3040 for higher heals but when you g et hit wiht a 900 disease you willwant 4030


fencer doc 4030 pistoleer 1040 great temp and eats rifleman due to the high dodge


tkm used to get crushed by a good "good" rifleman pre cu who could kite especially if he had tn


fencer imo was stronger than tkm in some aspects and weaker in some jsut my preference to have fencer due to better fighting against a ranged toon


just like the cu now more people have learned it doc has always been important


any of the greats could always throw out nice heals even without doc


but picking up doc would let you cure teh dizzy before you got kd'd plus heal any dot that got put on you wow those were the days



buell


sunrunner--- tkm cm doc


GODSIZE
Sat Aug 27, 2005 11:09 am
#34

I was TKM/Master Doctor pre-CU and in one on one fights I would literally crush opponents who had lesser healing abilities. I used to smile when an uber DOT pikeman came running my way. If the number of opponents was greater than one, or could hit mind, I wouldususally go down in a few seconds, since getting hit the mind pool plus healing would put me down fast.


Post-CU I am TKM/Master Pikeman/Master Brawler/Swordsman 0-0-4-4/Fencer 1-0-0-0 and have no healing abilities other than the stimpacks. I am an uber tank. The only thing that hinders this template is lack of real healing abilities. I can hold mobs using the pikeman spin attack and taunt (if the group focuses on one at a time that is) and I do not feel panicked at all about my health.


TKM post-CU is all about tanking, and the devs have already stated that no profession by itself would be enough to fight a fully templated combat avatar (bear in mind that would be a CL 54 vs. a CL 80) and that multiple mastery was a must in the new system. I feel that TKM damage needs to be increased slightly and of course FOW needs to be fixed so that we have our full compliment of abilities, but other than that, I say that we are where we should be.


Donu
Sun Aug 28, 2005 11:05 am
#35

I keep reding all sorts of posts regarding 'Tanking'. I understand the concept. I've read all the FAQ's I could get my hands on. I still don't see how Innate Armor absorbing 45% of the damage qualifies as 'Tank'. Hells, I just picked up a set of Katarn armor that lists protections as 59% and change (5900+ approx). Or am I misunderstanding those new CU armor numbers? All the info I've read indicates that TKM should have Innate Armor at 6000 against all damage types. Again, if I understand the numbers correctly, that should be 60%.


As for damage, Anything less than Katarn Knucklers are only good for wall decoration. Shouldn't a weapon in hand ADD to the damage you do? Empty hand, I do 600+ points of damage, with anything less than the Knucklers (or the NK) I do LESS damage. Hunh? If I hit a person with my bare hand, it will hurt. If I hit a person while wearing a set of brass knuckles, it's likely to put them in the hospital. Short of difficult-to-get loot weapons, the damage for TKM is out of balance (yes, I understand that's the way it wasdesigned in the CU).


I would love to hear from anyone with information on how to read the new CU armor stats.





If the Universe ever seems as though it just doesn't give a f#*k; Relax, it's being as friendly as it ever gets.
Ramona_Garcia
Mon Aug 29, 2005 4:58 am
#36

Armor does work differently.

Rating/Damage Absorbtion
1000 = 10.5%
2000 = 20.0%
3000 = 28.5%
4000 = 36.0%
5000 = 42.5%
6000 = 48.0% <------Innate Armor for a TKM
7000 = 52.5%
8000 = 56.0%
9000 = 58.5%
10000 = 60%



Ramona Garcia
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Donu
Mon Aug 29, 2005 10:26 am
#37

Excellent, Ramona. Question answered. Thank you.






If the Universe ever seems as though it just doesn't give a f#*k; Relax, it's being as friendly as it ever gets.
stupidNoob21
Tue Aug 30, 2005 12:45 am
#38

tkm preCU were feared. But I found with a decent health/mind DOT pike, u could wreck em good if u were smart. It was still hard, but it was possible. Pike had good kD's, and if u were swrods u could switch to mind hit and the dot would eat away. Those fights were exciting. Not to mention mind crystal! =p



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