Teras Kasi Archive

Thread: TKA or Swordsman?

Genn-great-Genn
Fri Feb 27, 2004 3:50 pm
#40

Swordsman sucks ive been master swordsman and i hated it, you wont last that long as a master swordsman..


go täras käsi or fencer





*Genn Daimon from Chilastra* *Tehra Daimon from Chimaera* *Kyu Daimon from Bria* *Falafel Kungen from Infinity*
NanokTaemon
Fri Feb 27, 2004 8:07 pm
#41

I'm a Swordsman (also TKM... but that's beside the point) and I love it... but it's not worth getting unless u get Master Brawler too. Intimidate2, Warcry2, and Lunge2 are all VERY VERY VERY helpful to a Swordsman.



==EMANUAL DUNCAN (ISO) Gorath==
Master Smuggler
Teras Kasi Master
Pistoleer 0040
4433 Privateer
tometaophion
Fri Feb 27, 2004 9:27 pm
#42


"I have forseen it"


"twilight is upon me and soon night must fall"


And so shall I begin the slow but sure departure from this game I have begun, since at last realizing the devs have insured a certain set of professions must always win in player competition. This is in no doubt due to their own status as hopeless diehards of a riduclous and pathetic sort. It is of my understanding that their calls to continuity are calls to the extended universe. That lovely EU, a place where aliens run the Imperial fleet in a xenophobic Empire, where Luke Skywalker becomes evil, Where Boba Fett is god, and other complete trash. I tire of it all.


For the preparation of a sudden influx of Jedi caused by the weaknening of the Jedi sytem, relegating it to 'quest' based, ie easily exploited, and subject to complete domination by those that use cheats, hints, and other bull to advance themselves in a game designed to be fair, the devs have begun the vaunting of the natural enemies of these exploitative and lifeless fools, most notably the empowering of the Bounty Hunter and TKA. I am often told of the weaknesses of the bounty hunter. Their weakness is supremely this, that against a prepared opponent that one cannot dispatch in quick and tricky ways, one is a gonner. I believe this is subject to the movies indeed by the deaths of boba and Jango, but that is pure speculation.


The TKA has no weakness. The developers really thought a majority of people would not notice. And Among those TKA who begged and required they be made as strong as Jedi to emphasize continuity , they were constantly and still are constantly given that 'continuity wink' to insure they will always reign. their is no kinetic disadvantage. I posess 80% across the board composite, and 39% stun resist helmets. I also have several shield generators of differing uses. The 2 hand powerhammer, the bh llc, the pikeman vibrolance, the fencers stun baton, all are equally as protected in effect and proportionally as the TKA attack. The difference in pve is a completely different subject. 166 0f 749 listed creatures at www.swgcreatures.com have kinetic resists greater than 30%. The Mitigated DPS of TKM against players is 350, indeed comparative to Rifleman, BH, Some Carbineers. The DPS is 452. Except the speed mod of a TKM is 115 compared to Swordsmans 70. The Result is that TKAs are faster and deadlier than any combat class in the game, including rifleman, and BH. TKA hit the head harder than a swordsman, hith the legs harder than a carbineer or pikeman, and hit all 3 ham bars resulting in an associated dps greater than any weapon in the game.


The most deadly moves of the TKA are giving high delay mods, this does not affect their speed which results in all attacks being performed at 1.0 speed. The result is that their is no careful decisions regarding which attacks to use. other classes, particularly the slower swordsman and pikeman are delayed severely for example ALL TKA attacks, even those at 3x Dmg modifier and 4x time modifier are delivered at 1.0 speed. The Swordsman headhit3 at 4x dmg and 2.25 modifiers arenders a dps less than the TKA, making the TKA the premier head hitting profession. swordsman attack speed with this attack with the above super fast hammer is 2.1, resulting in a dps adjusted for AP after mitigation of 633, compared to the TKA dps in attacks against the head of 1400DPS. The 'delay mod' is meaningless to the TKM, it is a very important factor for all other combat professions.


The disarities in the TKA vs all other class is plainly indicative and represents an undeniable wish of the developers to include an elite class among classes for the 'truly adept and with a clue' to play, whilst they attempt to hold back their laughter at the propensity of other people to navigate to classes they for some reason enjoy yet are hopelessly underpowered. TKA are self sufficient doctors, masters of all forms of martial combat, masters of all form of targeted attack, masters of all forms of defense, in all categories(toughness is all too often overlooked), so on and so on. What follows are my premonitions of the various changes to occur to the combat system to insure a complete ease for Jedi in all combat situtious they may enter completely without fear or repurcussion except against the TKA, in the following changes.


1. A complete removal of the bleed system. This change was supposedly implemented to insure against players bleeding creatures much over their level. Irregardless of the capacity of a group to attain such loot as dropped by these creatures, or a single person to attain such loot, the loot is attained, and introduced to the market with similar ease by a SINGLE person, whether that person be alone or the lucky recipient of the groups efforts. The existence of conceal shot though slow, yet indeed faster, and completely without the creatures attention, than bleeds at a slightly higher dmg modifier is indicative of the fact that pve was not the driving concern for this change. TKA do not have bleeds. Other professions, not acting in terms of EU continuity were able to challenge the 2x disparity in TKA dps with targeted bleeds, in some cases actually defeating them. Commandos were incapping repeatedly after applied flame dots, causing complete wounds to the person, arendering them in medical centers, for, depending on doctor presence, a VERY long time.


2. Healing Of The Mind Pool- Swordsman/Rifleman inaccuracy, and slowness was answered by the fact that they hit an unhealable pool. Often the downfall of TKA is to overuse specials making their mind quite low. The ability of Rifleman and Swordsman to exploit this weakness, and actually defeating them, will result in the removal of the unhealbility of this pool, resulting in Doctor/TKA becoming the most daunting profession to face. Entertainers will become and remain useless, as the healing of the mind pool, will also accompany abilities by doctors to heal mind wounds. This is to facilitate a reliance on special moves and not on HAM, a reliance that will completely vaunt the lord of special moves, TKA, and the lord of special abilities, the Jedi, and completely remove the ability for targeted professions, whose weakenss of slowness and inaccuracy and characteristic low defenses, balanced their ability to strike mind. The current power of the Rifleman is in keeping with the state defenses of pistoller at 4 times that of rifleman, the state effects of carbineer and Bh. The rifleman state changes are wholly useless, their advantage raw power and speed, against a pool that will soon be healable. The advantage will shift from ham attack rate or power, to special moves, which many classes have none, save those which dmg, at modifiers and adjusted dps LOWER than the more flashy classes.


3. 'Profession Specialization' as mentioned by the devs is quite interesting. What professions do a bounty hunter or tka rely on? the answer is none, they are self sufficient, other classes must 'rely on' other classes as mentioned by the devs in the questions posited in the in concept threads. The combat changes, shall assure completel domination by the jacks of all trades, masters of all TKA, BH, and Jedi. The rest should shut up and watch.


4. The vaunting of certain classes is a subconscious conspiracy of the Devfor the insured suitability of their own preferred play experience, in particular with regards the professions that they enjoy playing.


5. The new 'ham bar' idea if accepted and indeed the way combat will occur, will ruin pve and pvp. The changes to the 'creature catalog' will reequire groups to combat a vast majority of creatures in the game, including common creatures found on the more dangerous planets. Fighting in groups is precarious, particularly as sony technology is notoriously pathetic, and all group endeavours, even 30 in a cave, are all too laggy to play competitively.


6. The inability to strike with surprise, power, and quickly deal death to an opponent in pvp, will result in longer combat, presenting more opportunities for group TEF. Combat will be extended and boring, an exchange of standard attacks, a flurry then of knockdowns, state change effects, and a general orgy of wasted stims and other items, due to the extended nature of the combat system whose mind weakness was newly striken. This will no doubt drive the economy but will not present opportunity for a reasonable interest in pvp to be aroused, for their is no clear strategy, save the overemphasization of special attacks, of which some classes have few, and the matching of your combat profession with doctor.

Leomi
Sat Feb 28, 2004 9:04 am
#43






atimes wrote:

TKA is great if you are only taking on a single opponent or a small group of MOB's


If you happen to be on Yavin IV by yourself with no maskscent ability you'll find yourself wishing very very quickly that you were either a swordsman or pikeman instead of a TKA








What? I got Teras Kasi Master in a week on Yavin IV.



Leomi
Community Leader
Playing since Launch Day.
Chimpuat
Sat Feb 28, 2004 7:01 pm
#44

i mastered heavy swordsman and loved the mind bleeds and head hits, but i wanted something a bit...faster. power hammers are great (blast damage), but slow. some of the other weapons are nice, but i wanted to try teras kasi for awhile. by the time i got to unarmed 4, i got to thinking, "hey, i've already mastered half of brawler, why not just go all the way?". i picked up master brawler, and then set off on my path toward TKM. early on, i made the decision to hold onto master swordsman as long as i could, and then i realized that i didn't have to choose between the 2...i could be both.


i'm about halfway through TKM now, and i'm loving my template. i'm not into calculating uber-templates for perfectly stacked defenses, i just wanted something that would be fun. i use my TK attacks for the most part, but when you find yourself in the middle of 6 or 7 NPC's, it's nice to know you can switch to the power hammer and do some serious damage to all of them at once. the area attacks from swordsman are very effective. you can even pull off some dizzy/posture change action, if you're lucky.


for pvp, i find that using TK knockdown gives you a nice moment to put a mind bleed on them with your sword weapon. i don't pvp very much, but it's comforting to know that i can hold my own if i have to.


my friends thought it was a little silly to want to master multiple melee professions, but they changed their tune after seeing me in action. i dropped master CH to pursue this path, and i never thought i'd do that. so, my advice is to consider picking up both professions,instead of limiting to yourself to one or the other.





Chimpuat D'Monkey - Wanderhome
Master Heavy Swordsman
Master Brawler
TK 3/0/3/4
former Masteries: Carbineer, Marksman, Scout, Creature Handler, Artisan
Page 4 of 4