Teras Kasi Archive
Thread: Teräs Käsi FAQ, Version 2 (BETA)
eXodus2 wrote:
also headhit is not a useless move in my opnion i use headhit more than ua 3 and i will take down a player target much faster
I've done a lot of testing, and headhit takes down a rancor faster than UA3, the latter of which takes them down about as fast as UA Combo 2.
Headhit does a *lot* of damage, and focuses it on one pool. ... I don't PvP, though(80% kinetic *%$@!)
Actually, we did receive an answer to this a while back. TH posted and stated that DA was working as intended, but when the other Professions received "ramped up" mods ours was never changed, and that it does need to be looked at. I'll find the post and link it here.
Xodarap777 wrote:
Also, and there's no reason that you would personally know this, but I would really like to know the specifics on combat acuity. It says it raises my chance to dodge/block/counter, but it seems to do no such thing. I never dodge, block or counter. As a master pistoleer or fencer, I dodged about 1/4 to 1/2 of hits, maybe even more.
I'm not saying TK should be defensive; I like being a super-fast powerhouse. But we shouldn't be mislead by a false stat, either...
THUNDERHEART WROTE:
Teras Kasi Artist
All player run tests to this point have shown Defensive Acuity, and thusly CenterOfBeing, to provide little to no benefit when used. Are these two abilities working as intended, and if not, what is the future of these two abilities for TKAs.
Defensive Acuity and CenterOfBeing are working, but like the original intent for “tumbling”, changes in the game since those two abilities were put in the game have really caused them to be ineffective tools at the high end of combat. These are two very important melee considerations for the combat balance. A melee artist’s ability to defend him or herself in a galaxy that is focused on ranged combat is a tricky thing. We want it to make sense in that a melee artist has a solid role in combat party make-up and to give the melee artist the tools they need to survive when they aren’t part of a larger combat unit.
Excellent FAQ! As many of the others have mentioned, it may be due for a tune up, as this is a very popular class and will always have people wanting to take a swing at it! One thing to consider adding may be diffferent player's perspectives on their favorite way to level TK, as there was some debate amongst the TKMs I spoke to. Many French players were convinced the Meditation line should be advanced up to Power Boost before going any further in the profession. Some I spoke to suggestmastering Power Techniques for the increased speed and damage and then going to balance and finally meditation. Others have suggested getting balance I and power I, then the rest is pretty simple with knockdown and dizzy. I'm sure all 3 of these have merit. For me? I went with precision striking first, as I had a load of combat xp saved up, then balance 1, and am now enjoying working up the power techniques.
Thanks for listening!