Teras Kasi Archive
Thread: Teras Kasi Role: What Do You Want It To Be?
In response to dravenight83:
Eh, I play too much final fantasy ><
Anyway, Your ratings are probably better, but in all melee classes there really should be a defined tanker role and offensive role. I just thought of something to give ideas to people. In a game i would probably add alittle more "distance" between your numbers, so you can really tell what is what. Give each its own flavor. I still go with the abilities i said earlier that each could have. Expecially since the regen of every pool for TKA through meditation for a master thing would go well with the tanking characteristics you have shown.
Message Edited by VanBoaru on 05-10-2004 07:19 PM
I'd like us to be able to "sense" the force. We're supposed to be in tune with it. I obviously don't want us to be Jedi. But, I'd like us to know when there's one around. What we choose to do with this information is completely up to us. I've been on a couple of hunts with Jedi. I've served as "protector" to lower level jedi. If we're truly supposed to "keep them in check" why not make us sensitive to their presence. Maybe even make us sensitive to whether there is more light or dark power in the galaxy at any given time. I don't want to go out hunting Jedi all the time. But, I'd like them to have to be a little wary of us because we'd have the power to rat them out or serve as their protector at certain times. And, if need be, maybe we could do a little hunting of our own. Not for bounties, of course. Just to keep the population in check. We should strive not only for neutrality within the overall scheme of the Jedi population, but also as a means to help keep the Jedi from overrunning and ruling the galaxy. Notbecause we may or may not be Imperial. But, because we have concern about the overall balance of power within the galaxy.That should be our motivation when it comes to Jedi.I'm not sure how all of that could be implemented. And, frankly, it might be hard to do if we're factioned. But, I'd like to see the option of being factioned but still care about the balance of power in regards to the force. We could theoretically be die hard rebels who want to overthrow the oppression of the empire (if that's the faction we chose), but keep that totally separate and distinct from our concern over the power of the force on either side becoming too great. I love the fact that we have our meditation line. Despite the fact that we're pretty great when it comes to PvE, that's not why I became TK. I did it for the meditation. I'm not chasing or hologrinding to become a Jedi. But, I really enjoy playing the role of being force sensitive. And, I'd like to see a little more of that added to our repertoire.
LOL...ok, I usually don't care and I've never said anything about it. But, you know, if you don't agree with what I say, why not give a counter argument instead of one-starring me. I'm always up for a good debate and exchange of ideas. ![]()
Sincerely
Drygo--latest victim of the one star bandit
Message Edited by Drygo on 05-10-2004 09:37 PM
With regards to the factional standing of the Teras Kasi, I think that once they havechosen to continue on as TKMs after unlocking their force slots , they should be neutral. This would bein keepingwith their role as overseers of the Jedi. When innapropriate acts are reported to them, they could be given missions to hunt down and discipline rogue Jedi or Sith.I am not sure exactly how the Rebel and Imp force wielderscould fall into the Bad Books of the Teras Kasi, but I don't think it should be random like Bounty Hunters.We'd be like the Force Police
We all know that some Jedi have been abusing their knowledge of the Force. They must be held accountable!!!![]()
Ryutek wrote:
Teräs Käsi, A Warrior's Role
- What offensive abilities?
- Speed. Without the encumberance of wielding a weapon the Teräs Käsi Artist is faster than his or her opponents.
After Master
Ok, Jedi is going to be what i envision Master Teräs Käsi to be.
Once you get master, you hsould see 4 brancing trees. You can only go up one, or go a little of each.
The four would be
- Power-- This focouses on raw damage. this would be the fast damaging, get in there and kill the guy fast-like an assisian-they get more specials, and they would be the raw damage dealers.
- Meditation -- This would make you a tue healer. You heal your own wounds at ENORMOUS rates, and can heal others. There would be no timer on FoW, and powerboost would buff your secondaires. Can't think of anything else ATM
- Balance -- Defences. This is the true tank. Defences aganst everything imaginable--can tank almost anything
- Percision Striking -- CoB, melee/ranged defence/accuracy. This would have all the DeBuffs in it, and they would do somthing useful

i cant think of anything else, ill eidt if i need to
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MeleeProfessions in General
Personally I feel that the development team did well in forming the basic premises for the different professions.
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Pikeman- Due to the length of their weapons, extremely capable of controlling large areas around themselves. The trade off is reduced mobility and reduced ability to deal with a single mobile opponent. -
Swordsman- Theextreme power of their weapons allow them to combat large, less mobile, heavily armored targets more effectively than any other melee profession. Again they would obviously sacrifice their own mobility as well as finding it more difficult to target smaller more mobile opponents. -
Fencer- Experts at dealing with lightly armored opponents. Lighter weapons allow them to be highly mobile and capable of targeting even the fastest enemies. Unfortunately the lighter weapons will cause their attacks to lack stopping power, larger heavily armored opponents could shrug them off as mere pinpricks, forcing the Fencer to wear down opponents over time (bleed pig!). -
TK- TK are the mystic warriors. Intense training in mental, physical, and spiritual realms allow them to unlock amazing abilities.
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The TK Specifically
The Teras Kasi seem to me to be more than merely proficient boxers. The entire idea behind the profession seems to be of an individual who has gained the ability to completely unlock their abilities as a fighter. With this in mind I feel that the TK should be the penultimate melee fighter. Does this mean that they should be capable with dealing with a large group of enemies as efficiently as a Pikeman? No. Does this mean they should be capable of destroying heavily armored targets as easily as a Swordsman? No. But, when facing enemies in melee combat the TK should be the most all around capable combatant.
Ok what does that mean in game terms? On this point I am in agreement with some of the earlier posts.
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Defense, defense, defense. I think TK should be most capable of avoiding serious injury. -
Damage output. I really dont have any complaints about TK damage now, against lightly armored opponents they should do high damage, a wise TK should recognize that heavier armor calls for a bigger gun...so to speak. -
Super secret Crane Style! TK should have a huge bag of tricks. They should have the greatest number of different debuffs and special maneuvers. One way of fixing the combo hits would be perhaps to merely add a debuff effect to them. Have Combo hit 1 cause a stun and Combo hit 2 cause intimidation for example. Perhaps have the intimidate and War Cry abilities continue to be developed in the TK tree? Who knows.
- The cost
It is pretty obvious where I stand on TK abilities. Through mental, physical, and spiritual training TK are capable of unlocking abilities that put them far beyond the capability of a normal fighter. So how should this great sacrifice to their training be represented in game terms. Yes, the Unarmed tree in Brawler is the most annoying and frustrating of the 4 in my opinion, but that isnt really enough. True costs for skills in the game are obviously paid for by the 250 points alloted to the character at creation. With that in mind here are a few ideas.
- Make at least some of the Medic tree a prerequisite for TK. I personally like this idea since it would simulate the traditionalidea of the monk being a healer in their communities. It could also relate somewhat to their later understanding of physiology that allows them to use meditative skills.
- Make some of the Scout tree a prerequisite for TK. This I think is less logical than Medic but perhaps a branch of scout could simulate a deeper understanding of the natural universe.
- Make Master Brawler a prerequisite for TK. I think this is self explanatory. I dont think it is the best solution but it certainly is a worthy one for consideration.
- Make Marksman Combat Support tree a prerequisite. Ok this one I just put in as a thought, it doesnt really make any sense to me as a real solution-but if you are going to claim some greater understanding of combat, this tree seems to jump out at you.
- I have heard some rumors that BH might get a higher tree of skills. This would be a nice idea for TK also,if it is even feasible. You could have the lower branches as being a TK professional, someone with more mundane abilities. But those who truly dedicate to the skill get to unlock the total potential.
- Odds and Ends
I think that the hints of a new TK weapon are very heartening. I think one of the truly fun things about a game is questing for items and equipment that you find interesting. The lack of TK items in game is a bit disheartening at times.
I think it would be interesting if all professions would get a master level weapon. The most useful and powerful weapon of eachprofession should be reserved for people that invest enough to become masters.
Most of the descriptions of the classes included above have real world examples. I didnt include them in the post to save space but I could do another post on it if there is any interest on why I chose those descriptions.
Ha'il
We are not over powered, and our damage does not need to be reduced. If other professions get a damage reduction then so should TK, but TK should not be the only one to suffer. Riflemen need more nerfing than TK.
I see TK as a good Tank, and able to hold it's own in a fight with about 5 Storm Troopers. Any more than that should cause a serious problem for a TK. (these are normal Stormies Im talking about, not the big HAM ones)
In a one on one fight a TK should be deadly if in close range. Things should work much the same as they do now, At close range a TK should be able to rip apart an enemy, but if the enemy runs away out of the TK's range, the TK should lose the fight.