Teras Kasi Archive
Thread: Does anyone USE TKA??
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
Message Edited by Holla_Poon on 08-12-2005 09:03 PM
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.
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.
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
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.
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.
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%