Teras Kasi Archive

Thread: Whatch out for fencers with CoB

KnightHawk420
Thu Dec 04, 2003 4:56 pm
#27

Facts


Master Fencer combined with Master Pistoleer = very very very hard to land a hit, land knockdowns, dizzies, or much of anything.


That is the combo TKM's are being owned by. In the pistoleer treeare several different types of defensive mods none of which being related to weapons at all... Like "Dodge" for instance is cumulative and stackable and is not concerned with what weapon you are using. There are also defense vs dizzy, vs knockdown, posture change. The best defensive bonuses in the game.... can be found heavily in these 2 trees. From what I can see there are no mods in the pistoleer tree that are weapon specific. All of them are generic cross profession mods useable by anyone regardless of weapon.


Fencers DO NOT DO Kinetic dmg... which is what TKA's unarmed are resistant too. Some of they're weapons might... but the "Stun Baton" is NOTa kinetic dmg dealing weapon. It does stun damage. Which is another reason why tka's get owned. Incidentally composite armor cannot be made to resist stun damage either. Us TKA's have no choice but to do kinetic dmg, and provided they have they're one handed weapon equipped they get toughness resists like we do against it. You end up in a situation where they can hurt you alot more than you can hurt them. Made even worse by the fact you have a hard time hitting them, they have an easy time hitting you. (atst's happen to have 100% resist to stun)


With all that being said... if I can land a knockdown they will probably die... But that's the point of difficulty here your unlikely to land a knockdown by the time they kill you. Meanwhile they can dizzy just like us, and if they switch quickly to a pistol they have a knockdown too... or they could just lunge and posture change us and get the same effect.


Secondly TKA's actually have little to non-existant defensive mods like fencers and pistoleers do. Meaning that it's unlikely a fencer/pistoleer would miss us. So they are much more likely to knock me down than I am to knock them down... And as many of you know once a knockdown occurs 9 out of 10 times the battle is just a 1 - 3 seconds from being over


We can go on about tactics, and strategies and **edit** waving. But the reality is the odds are entirely stacked against us when taking on this fencer/pistoleer combo.


They won't own every TKA everytime outright..... but they should on the numbers alone.


No one jump the bandwagon on me... I'm in no way calling for a nerf, fix, balancing, oreven so much as an SOE officials attention. Just pointing out the facts.




Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
KnightHawk420
Thu Dec 04, 2003 4:58 pm
#28

You know one of TKA's biggest advantages right now is the overwhelming majority of ranged. As such most ranged never contemplate having to deal with melee in pvp. Very very often in pvp battles I'm allowed to simply run right up to other players and do my work on them without even a hint of kiting. I get kited more by NPC's than I am players at the moment.



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
RicoUnderwood
Fri Dec 05, 2003 1:49 am
#29

With a name like Marth Daul I don't hold much hope in his heresay being fact.


Be cool if it a blademaster/gunslinger hybrid COULD take down a TKM though. Proof speed is the key.




Tobie

Boyscout, Plays with Tinkertoys, and Professional Stray

Bloodfin's Current and Wanderhome's original Magic Kool-aid boy

raider7734
Fri Dec 05, 2003 10:19 am
#30






Fencers DO NOT DO Kinetic dmg... which is what TKA's unarmed are resistant too. Some of they're weapons might... but the "Stun Baton" is NOTa kinetic dmg dealing weapon. It does stun damage. Which is another reason why tka's get owned. Incidentally composite armor cannot be made to resist stun damage either.




Unarmed toughness works to reduce anydamage type as long as it's delivered viamelee attack. Also, composite armor can be stun layered to remove the vulnerability.





----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
Shadusdarkmour
Fri Dec 05, 2003 12:24 pm
#31

actually from most reports i have read the tkm who lost spammed one move.while other who won used a variety of moves like warcry intimdate etc etc. Just food for thought there



Master Brawler
Master Fencer
Master Swordsman

Why wasnt i supposed to bring a knife to this gun fight again?
Gadnar
Fri Dec 05, 2003 12:37 pm
#32

This post is the biggest load of bull ever, with 220 accuracy against fencer cob you'll hit ATLEAST every second swing



Kova Ginyt (SI)
Do you find me sadistic?
_Macabre_
Fri Dec 05, 2003 12:47 pm
#33






Gadnar wrote:
This post is the biggest load of bull ever, with 220 accuracy against fencer cob you'll hit ATLEAST every second swing




The issue is about dodge,not hits or miss. We may win a "hit" at least every second swing, but how many of those "hits" will be dodged? The dodge check is a second roll after we've won the hit.



Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
NerikObey
Fri Dec 05, 2003 6:04 pm
#34

So what is it then?


1) Pistoleer defence mods ARE stackable with TKA or......


2) Pistoleer defence mods ARENOT stackable, and only apply when weilding a pistol


i'm a lil confused on this, i play a BH from time to time (when im not busy being pissed off at the BH profession as a whole) and am going to compliment MBH with the two left hand branches of the skill tree, if the later is true will the mods apply to a scatter pistol or........not im so confused.


anybody got any documentation on this, or can confirm this with any sort of testing


~Nerik~ Tempest / ~Vayger~ Bria

NerikObey
Fri Dec 05, 2003 6:05 pm
#35

opps i meant the right hand branches


( 0/0/4/3 )

Vopn
Fri Dec 05, 2003 6:15 pm
#36

Any mod with a single name is stackable: melee/ranged defense, defense vs (state), Dodge etc.


Any mod with a weapon in the title does not stack: unarmed toughness etc.


Also, recent test in various posts seem to indicate that, for example, dodge only works if you have either a pistol or 1H weapon equipped, block for rifle/pike, and counter for carbine/sword. This is not a fact, just the way these test indocate.


Also at the moment, TK Defense Acuity is still broken. COB does not work for us because the skill it modifies (DA) is broken.





------------------------------------------------------

Vopn Hermadur
Master Rifleman - Teras Kasi Master

"The Presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it." --Terry Pratchett
1Kylekatarn1
Fri Dec 05, 2003 9:48 pm
#37

Hmm... maybe I didn't explain what happened clearly enough, we didnt all take him on at once, we dueled him one after another, all using different tactics, and we are known as some of the best TKM in the galaxy



Trino and Valance

Headake
Fri Dec 05, 2003 10:45 pm
#38

This is really strange...I know Fencers can beat TKM if the Fencer plays smart..but 5 TKM and 1 fencer sounds BS to me.
vGeist
Fri Dec 05, 2003 10:46 pm
#39

These forums are the blind leading the blind most the time.

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