Teras Kasi Archive

Thread: TKA is not as strong as people think...

Gamzek
Wed Feb 18, 2004 5:31 am
#27

I am a TKM Master Doctor and I am damn near impossible to kill in a 1v1 situation unless that person is a rifleman(which needs to be readjusted). I believe our class needs to be readjusted as well, but trust me a real jedi will trample you everyone time and all your buddies. Try fighting a 4444 Jedi Knight, I have.




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Colonel Gamzek De'Unnero[Ascendance]

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Frolykk
Wed Feb 18, 2004 6:05 am
#28

TKA isn't a stronger profession then any other, we are just the masters ofpoint blank range combat, if you go further away then thr Fencer takes over, then the Swordsman and Pikeman, and so forth.


If you use you profession the way it was ment to then you are almost unbeatable.
Utilizing your strenghsand covering your weaknesses.
Also luck have a say, landing the right hit at the right time is an art.


Every profession has it's strenghs and weaknesses,
most of the people who whine about TKA don't know or utilize theirs.
Ofcourse there are those who have been griefed by some **edit** TKA, and hate all of use for that.






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Tal-N
Wed Feb 18, 2004 8:09 am
#29





Yes I know what you mean but even at master TKA I still have to think twice about killing an engraged rancor... unless im buffed



Show me another profession which is currently able to do the same, I think you'll find it's extremely limited to the melee professions only now. Even a commando isn't going to be able to go in solo against these guys anymore (not without a pet at any least) TKA is THE ultimate tanking profession, the drawback is that we have only a single damage type, only light armor peicing abilties plus other melee weapon professions can hit far harder although thier DPS works out a little lower if I recall but thats a trade off for flexability in their weapons and thus their damage types.


Besides, Enraged rancor are CL80, thats one fearsome opponent so it's no surprize you need to think twice about taking one on.





Keywords are Action and Health..both pools easily healed... vk's come with a large Mind cost... not so easy to heal... nor to buff.


Aitha and Blue Milk both heal the mind pool instantly, sort of like a stim although it does mean you fill up a bit of the drinking bar so it's not infinent useage. Alternatively you have the various mind buffings drinks all this last around an hour and can boost the mind to a point where spamming specials has almost no draining effect on it because of the rapid regeneration. Also recall that combat medics are now able to heal the mind of others too.

Message Edited by Tal-N on 02-18-2004 03:17 PM



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
Shadowfire Bounterhunter / Commando

Suba
Wed Feb 18, 2004 9:36 am
#30

Really TKA is getting to be a rather weak profession lately. Most Players run around with thier 60% base resist Composite or more making our attacks rather weak when you consider they can mind shot or whatever else us rather easily. Our Unarmed Hit 3 Against a guy with 60% Kinetic resist armor leaves us doing nearly no damage while a Pistoleer can hit us for like 1200 Damage with one shot.

60%Resists Armor etc is now very common and the fact we are limited to one Damage type is gimping the TKA Profession more and more. We need a Secondary Damage type and I really feel it should be Stun. We are supposed to be slapping these people around so hard thier Head falls off so to me Stun Damage Makes Sense. As it Stands TKA will become less and less of a choice for players as in PVP we are being stunted damage wise by all the good armors etc.



00101000100110011101001011011111110100100010011111   Colonel Alec Suba: Dark Jedi Elder 
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Myzary13
Wed Feb 18, 2004 12:11 pm
#31

I been a tkm since about a month and 2 weeks into game. Currently i still have my tkm along with master brawler,fencer 4 4 4 0 and pistolteer 0 0 4 1. I only find tk to be the best melee prof when i stack def etc from other professions. True our ham cost isnt as much as a pikeman but we hit so fast we can easily incap ifwe try spamming a few unarmed 3 or headhits. Our best asset is that we can take the vks off and easily apply kds,dizzy etc without muhc ham loss at a fast rate. I also think powerboost should be moved to master so not as many people can steal if off our tree And 1 more thing its very very hard to beat a buffed guy in 80% comp BUT... Thats what i have my janta mind poison knife for Apply many kd/dizzy etc stun too few warcry apply the poison and out last your uber armor/buffed opponent. Ive killed many uber buffed people without any armor or buffs jsut tactics and a good poison dot



Serpentor
Aeain
Wed Feb 18, 2004 12:21 pm
#32

mmm zabrak rifleman....175 mind cost....



Ei'n Bebop - TKM / Gimp

Alisha - Combat Medic / Master Doctor

Server: Eclipse

KraytDragonMan
Wed Feb 18, 2004 2:14 pm
#33






Tal-N wrote:





Yes I know what you mean but even at master TKA I still have to think twice about killing an engraged rancor... unless im buffed



Show me another profession which is currently able to do the same, I think you'll find it's extremely limited to the melee professions only now. Even a commando isn't going to be able to go in solo against these guys anymore (not without a pet at any least) TKA is THE ultimate tanking profession, the drawback is that we have only a single damage type, only light armor peicing abilties plus other melee weapon professions can hit far harder although thier DPS works out a little lower if I recall but thats a trade off for flexability in their weapons and thus their damage types.


Besides, Enraged rancor are CL80, thats one fearsome opponent so it's no surprize you need to think twice about taking one on.





And If I do decide to try and kill one there is no doubt I have to use my vk so I need to heal alot...
hellopotato
Wed Feb 18, 2004 8:51 pm
#34


You want to know why TKA's DPS is so much higher than the other melee profs? Because you're comparing our UH3 to your H3's. Ours doesn't target a specific HAM bar, its random. Yours targets a specific HAM bar. The numbers don't work out quite this way, but you could figure then that since we have a 1 in 3 chance of hitting the bar thats working down the most, we're actually doing 1/3 of the damage we seem to be doing. If you really want to find out our DPS when compared to your class, try using one of our HAM specific attacks.



Artaxus Sufufra
Master Doctor/Teräs Käsi Master
pocketwocket
Wed Feb 18, 2004 9:49 pm
#35

I myself am not a very high levelled TKA, just 2-3-4-3 at the moment, but there's one really simple thing I've learned about keeping your HAMs from dropping. You really don't need specials all THAT much. I tanked three yellow pickets (two were plains walkers, 40% kinetic) and a white huurton huntress all at the same time and quite leisurely healed myself about halfway through to finish the battle. Most everyone else I know that levels TKA spams specials and ends up getting themselves killed rather quickly. If you can't do the buffs, then there's really not that much point in spamming specials, the only special I EVER use unbuffed is unarmed knockdown 1 to spare me from chasing mobs. I don't PvP much, so I'd say that's probably quite different, but what more are most PC's than erratic NPC's who like to gloat? A nice dizzy/kd and then just play with them on the ground for a while, rinse, repeat. Again, no experience on that, but it seems pretty logical to me, perhaps someone else could confirm something like that. Spamming unarmed hit 3, though? I don't spam unarmed hit 2 even when I'm buffed, it's really not worth that much to me, the only thing I would consider spamming is body hit or perhaps combo 2 (I like that move, forget targetting a specific bar, just destroy all three!), maybe head hit when I get it, because a lot of people neglect that mind pool of theirs. I'm also a doctor 4-2-2-1 (med crafting = ick.), but I'm using stim c's which most medics can use.. and they're not much greater than stim b's, so just about anyone can keep themselves alive with TKA, it's all a matter of survival tactics.. stay alive first, that's what allows you to do more damage to the enemy in order to beat them. Keep yourself alive (good motto.)
NemesiS65
Thu Feb 19, 2004 5:36 am
#36

Tal-N


Keywords are Action and Health..both pools easily healed... vk's come with a large Mind cost... not so easy to heal... nor to buff.


Aitha and Blue Milk both heal the mind pool instantly, sort of like a stim although it does mean you fill up a bit of the drinking bar so it's not infinent useage. Alternatively you have the various mind buffings drinks all this last around an hour and can boost the mind to a point where spamming specials has almost no draining effect on it because of the rapid regeneration. Also recall that combat medics are now able to heal the mind of others too.

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Well I did say not as easy to heal or buff..as opposed to not at all

Also 2 brandywill fill you drink bar so kinda makes Blue Milkredundant. Doctors areeasy to findso health/action buffs come easy and cheap for their duration. Entertainer buffs take way too long and am yet to have one last the 2 stated hours (have not tried since buff timer). Food vendors are empty more often than full...and what is there is often for health/action stats. And unfortunatly I dont personally know any combat medics but i do hear that healing mind causes them wounds so I sure they dont happen too often. Oh and 450 str stim B's that any novicemedic can use for up to 800+ health and action heals every5 seconds or so...
tometaophion
Thu Feb 19, 2004 1:23 pm
#37


Simple Facts, You Will STILL Deny Them, I Have Over 30 but this is the mostobvious, and to my perception, most painful, indicative of a specific predilection of the devs for supportin certain classes, and completely ignoring the wishes of others.



All Weapons Sliced With Speed Powerup 16%


Vibroknuckler- 46-180 1.9 +13 +13 +13 32 47 32

Powerhammer- 134-465 3.1 -31 -31 -311033119

2 h curved sword- 63-138 1.5 +8 +8 +8 25 38 30

Gaderffi Baton 129-220 2.1 -3 -3 -3 53 31 15

Long Vibro Axe 110- 3752.8 -52 -52 -52(lol)76 6126


After Mitigation


VK- 46-100- 296-350 With Unarmed Dmg Mod

Powerhammer- 134-267

2 Handed Curved- 63-138

Gaderffi Baton- 129-166

Long VibroAxe- 110-216


Here Is A Helpful Formula Adjusted Weapon Speed= Weapon Speed X Special Move Time Mod X ((100-Skill Mod/100))


Unarmed Hit 3- Time Mod 3, Dmg Mod 4 = 1400 DPS

Two Hand Hit 3- Time Mod 2.5, Dmg Mod 4= 580 With Powerhammer, 627 With 2 Handed Curved Sword, Both Adjusted For AP

One Hand Hit 3-Time Mod 2.25, DmgMod 4= 332DPS Adjusted For AP

Polearm Hit 3- Time Mod 2.5, Dmg Mod 3= 462 DPS Adjusted For AP


Unarmed Leghit/Headhit- Time Mod 2, Dmg Mod 2= 700DPS

Polearmleg hit 3- 405DPS

Two hand head hit 3- 635DPS With Powerhammer, 690DPS For 2 Handed Curved Sword Adjusted For AP




tometaophion
Thu Feb 19, 2004 1:24 pm
#38

YOU DO NOT UNDERSTAND THAT A HEAVY SWORDSMANS POWERHAMMER THE FASTEST AT 3.1 WITH A 70 SPEED MOD AT MASTER REDUCES TO ONLY 2.0, MAKING TKM A HIGHER DPS PROFESSION>
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