Teras Kasi Archive

Thread: TKA is going to be nerfed....

itcantstop
Sat Dec 20, 2003 6:52 pm
#27

all of you tka's ought to try out another profession so you can talk from experience... you guys dont know how good you have it...i play a tka i just got 0110 and i'm leet as hell





________________________________________________________

Saving the world, but only for a price.
Can you hear the buildings crumbling down in slow motion?
Karkaroff Roy'al Novice BH
1/1/2/0
PLCMartin
Sat Dec 20, 2003 9:45 pm
#28

Tounge if you get beat by any kind of swordsman then you are pretty sad! As far as the most powerful melee profession we take the cake hands down, i would not be supprised if we got nerfed.
DeneziB
Sun Dec 21, 2003 12:06 am
#29

Haha. I can't read this whole block of white text. Try some carriage returnsnext time,please.


I got as far as you correcting my "grammar". But, just so you know for the future in case you don't want to look like a fool if you decide to write a paper or something, ... the phrase is "for all intents and purposes". Really, it is. Trust me on this one. If you stop and think about it, "intensive purposes" doesn't really make sense?


BTW, one of my avatars is a master command+master TKA. Trust me on this one too.





Morik wrote:
DeneziB now i am sure you are not a tkm. I wish i had an edit button to add my posts together but theres not one. First its for all "intensive" purposes, not intstsighsdoi or whatever you said. And for all INTENSIVE purposes (which means in reguards) THE ONLY reason i get BF healed is because i dabble in medic to heal my damage. And at about 450 i heal for about 90 (not 300). That doesnt cut it when im tanking ancient bull rancors. So make BF slow meditation wound heal. It doesnt eliminate a doc, just for us, since we take more wounds than any prof. We have the crappiest defense system, so fencer takes less because you miss them more. We dont do as much damage as a swordsman, who can hit as fast as a tka with a properly sliced sword, and for much more damage (2k damage when i hit novice and like 1 box). So Everyone has an advantage over us. Not to mention we do only kinetic, so anything resisting kinetic, we cant hit its vulnerability because we only have that, we have to take longer to kill it. Thus more wounds. Fencer and swordsman and pikeman (who nobody uses) can all get around this most of the time. so it comes down to thisWE ONLY HAVE KINETICour defenses SUCK compared to most profswe take wayyy more wounds "for all intensive purposes" due to the above problems and the reasons i gave before them. We take WAY more damage for the same reasons as we take wounds.The DOTS have a higher chance of landing because of the time it takes to kill most mobs with kinetic (and we dont have other damage types to get around this). END OF ARGUMENT, sorry you're an idiot and have no argument."bla bla bla tka gets buff wound heal and dot heal" the first of which is in no way comparable to a realistic doc buff. and you conveniently fail to mention that we get nothing but kinetic, which changes MANY things. not to mention every real combat person dabbles in novice medic for the heal, which is screwed at 400 BF, (i heal whenever i get 400, aka a few deaths at most) because it halves your damage heal, and you wind up dead.and you cannot ignore the upping or downing time of force of will. I have died because i hopped in as my buff drained, and my health was so low that the mob incapped me in 1 hit and then db'ed me because my force of will failed (AGAIN then a 1 hr timer). Or because i got attacked just after buffing preparing for a mob i would barely be able to take with it, and barely without it, then it killed me anyways because i was waiting for my buff to kick in and it attacked me in the meantime.SO EVERYTHING You said is compensated in necesity by the fact that we only have kinetic.Start whining when we have equal defenses to every other melee (aside from pikeman, give me a break nobody does pikeman cept by holo), 4 DOTs like most Melee, and 3+ damage types like most melee. Then COME AND WHINE baby, because ill be on your side.The only real fix that NEEDS to be done to tka is shown in my profile.







Denezi Bo'o: The Hero of Naboo
Queen of the Bantha. The Emperor's Right Pinky. The Slayer of Jedi (35)
Imperator Defensoris: "Vulpem pilum mutat, non mores."
What is <id>?

R2DADROID
Sun Dec 21, 2003 1:38 am
#30

jedis get their power from the Force, which pervades the universe.


teras kasi artists get their power from force of will, which comes from within.


Powerboost is supposed to be our ability to focus our mental energies on our physical form.


Using our force of will, we are supposed to be able to stand up to jedis, keeping them in check.


The devs designed it like that for a reason.



If we cant go toe to toe with jedis, we need to be strengthened, not weakened.



I've got a character that's a bh, and another that's a tka. Funny how each of my professions wants the other nerfed...


When we should work together.


We are jedi population controll.





R2



"Oh JarJar, everyone hates you but me" - Comicbook Guy
Zmey26
Sun Dec 21, 2003 1:43 am
#31

"master fencer can easily destroy a tkm."


heh, not a chance in hell.



Maybe someone who just has tkm vs a blademaster. But if you take the fencing defensive line yourself + defenses from another class, a master fencer dabbler is cake.



The template I use is TKM/fencing 4/4/0/0/Pistoleer 0/0/4/4.


This gives me 176 melee defense and 121 ranged defense(131 with aakuan rings) 120 defense to KD. I've easily beaten the best Blademaster on my galaxy with this template. The only template that can consistently give me problems is TKM/master riflemen, and thats only because of the mind bleeds.




Maks El'Zmey
Retired Colonel
poblohoney
Sun Dec 21, 2003 4:44 am
#32

THe dev's aint gonna nerf tka. They have a huge hard on for you little karate freaks, so calm down.

SolarinOfFlurry
Sun Dec 21, 2003 5:06 am
#33

yes, it is for "intents and purposes". As far as TKA damage being too much at novice, i don't think so, without the ability for a melee to effectively split mobs in order to fight 1 on 1, a TKA novice needs to kill relatively fast in order to survive. In PvP, TKA damage at non master level is simply pitiful.


i really haven't had the chance to play around with powerboost that much but the drawback of a vulnerability period/slow increase to the maximum increase of powerboost and the need to sit and meditate do for the most part balance it's use. Granted it does grant similar effects to doctor enhances and entertainer enhances but those enhances last a lot longer than powerboost as well as have much more powerful effects on on a character than powerboost. Their drawback is the skill required and the resource and/or time required to bestow and/or craft them.


On meditation: 20 skillpoints ( to gain access to the ability to meditate ) is a lot of skill points and at meditate's prenerfed ability it seemed fair. A TKA can cut himself off from society, but he won't be able to heal himself well after reaching a certain amount of BF and he'll have to rely solely on powerboost/spice/food in order to enhance his power. Doctor buffs do a much better job at this and if they want the attention of a doctor they'll have to have very low BF. Meditate's current affect on bleeds is somewhat disconcerting if high level bleeds are disappearing before they can be meditated away. This would render meditate completely useless. This would be akin to first aid prepatch, taking longer to firstaid a bleed to 0 than just letting it sit and disappear on it's own. With a +1 incap rule for dots (excluding flame) waiting for a dot is only not possible during battle.

SolarinOfFlurry
Sun Dec 21, 2003 5:09 am
#34

Also, now that firstaid has seen an increase in power. meditate is for most purposes obsolete when compared to any firstaid IV medic. Disease and poison meditation is so much slower than a doctor that im sure all TKAs would be happy to have one around. TKAs are asolo capableprofession who's prime focus is on improvement of self and channeling of energy, in order to do this they need the meditate skill.


Sorry for the two seperate posts.

Ypiana
Sun Dec 21, 2003 5:10 am
#35






Tongue wrote:

and the bug /stand /attack to cancel dizzy off the kd2, its not really all that effective.







Thanks buddy, never heard of that before and will try it today.


-- Ypi




I killed my parents... You're next!
/godmode 1
Eldrikk
Sun Dec 21, 2003 5:34 am
#36

As a former TKM, before it became the flavor of the month and now a Fencer before it hit as a flavor of the month I feel that I can understand the differences of the melee professions. And from what I can see about the melee professions is that TKM is perfectly balanced if you consider that one day DA will be fixed. My points are as follows.


1) TKM's do awesome damage if you consider unarmed damage bonus plus vibroknuckles.


a) this is balanced by lack of damage choices besides kenetic.


b) Lack of armor piercing besides AP1.


2) TKM's get powerboost, force of will and meditation healing with the meditation line.


a) This is balanced for other melee's in that they have 2 stackable bleeds to vastly increaseespecially when fighting more than one opponent. All the melee has to do is stack his bleeds while using COB and let several opponents bleed down and deliver the killing blow while TKM's have to pound away on each npc.


3) TKM's can target each HAM pool. Therefore TKM's get Headhit1, Leghit1, Bodyhit1.


a) This is balanced by the fact that all other combat professions get 3 single target HAM attacks.



4) Another factor to consider with TKM is that its not a very stacking friendly combat class. My points are as follows.


a) Out of all the brawler professions TKM's see the least benefit for going master brawler.


b) TKM's dont benefit from stacking avoidance defensive skills like Fencer/Pistoleer's, Carbineer/Swordsman, Pikeman/Riflemando.


c) TKM's also dont benefit from being able to stack combat bleeds like certain melee / ranged combo. An example of this would be Pistoleer / Fencer being able to stack 4 health bleeds on a target.


In essense TKM's are a powerfull combat class but its pretty much what you see is what you get with them. You will never find someone taking up TKM and then mixing them with a corresponding combat profession to turn them into the "UBER" combat template. Sure TKM/Doctors are awesome combos but when it comes down to it its no better of a doctor / Fencer or Doctor / Swordsman.





BH Loot drops vendor located at -729 1508 Dantooine.
KenshiroX
Sun Dec 21, 2003 5:44 am
#37

TKMs do NOT need to be nerfed. If anything we should be enhanced. In Star Wars lore even Jedi Masters Fear the Teras Kasi.


With the new patch Novice Force Mystics can wipe the floor with you hurling their lightning and choke moves. Every FS character is overpowered now and they are only Force Sensitive.A Teras Kasi Master is supposed to be able to stand toe to toe with a Jedi.


If we cant even survivea battle with a dabbled fencerthen a nerf is the last thing we need.


As for our ability to heal our own wounds and boost ourselves physically; these are the traits of the Teras Kasi. Our power comes from within, the power of our minds can heal us as well as enhance our performance. Even in the real world a master martial artist can channel his/her "Chi" through focus and will to accomplish extraordinary things. I think both power boost and the meditate abilityare very accurate for the character class.



Ralek Tir


Teras Kasi Master


Creature Handler 3,3,2,4

KnightHawk420
Sun Dec 21, 2003 5:46 am
#38

TKM/Commando is a great combo.






Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Thalos77
Sun Dec 21, 2003 10:50 am
#39

I think the devs designed the game to revolve around PvP and not so much around PvE. thats why they keep "balancing" professions. I personally don't PvP much, cept for friendly duels, cuz I always get messed up by some FotM and end up losing FP. What we need is elite-elite professions for every combat profession. That'll should stop the dabblers and force people to choose a profession. For example you could have unarmed brawler give a couple specials and bonuses....TKA start giving ppl a taste of the jedi ass whooping to come...few more specials, some boosts, buncha mods targetted at resisting Jedi...maybe make TKM a little less powerful but add another profession after that: TK grandmaster. make TKG something to be truly feared by the jedi...lots of ass-kicking specials, massive resists and mods..all targetted at fighting jedi...which is what we're supposed to be doing.I haven't read any of the books and what not but I heard TKA have some specialized weapons...give us those.


Same thing with the othercombat professions, give them specialized elite-elite professions. as it is, most combat professions require only 92 skill points to master, leaving 158sp to dabble. having another profession after would give those who wish to devote their life to a profession the chance to do so, but those that want to try out several other professions can do so, only they won't be nearly as powerful as a single profession grandmaster. maybe increase the sp requirement on the grandmaster so you can still get medic or scout or whatever but not able to master another prof. just a thought

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