Teras Kasi Archive

Thread: Old Correspondent Is Gone--Time for a New One...Again

00over0
Thu Jul 29, 2004 12:35 pm
#53






Slicer17 wrote:

I eLEcT 00over0


=)






Thanks, but no


I don't have the historical playtime (only since 4/12), there are many mechanical things I don't know about. I've only ever mastered the three professions listed below (on my only character)--I think a correspondent should have a wide breadth of knowledge about as much as possible. And if you look at my post history on this board--the majority of my TK posts are in this thread.


Just wanted to get that out of the way.



Thanks for the answers so far--keep 'em coming! Comments welcome. Questions welcome.





-----
Etragahl (Former Jedi, Now SOE Slave)
Tal'Ira (Former Creature Handler, Now SOE Slave)

Dear SOE Developers, can I have some of what your smoking??
LordMaxx
Thu Jul 29, 2004 3:37 pm
#54


I think one of the main reasons we never got another weapon was because of our overall versatility. We can target any pool we want, we have great speed and the best toughness. The price for this was kinetic only. The devs have stated, and I would push there to no longer be any 100% resists. TH stated that part of the combat balance was to make 100% resists obsolete, now this of course was before it was being pushed back, so now we need to Either fight for a new damage type soon, or fight for the lowering of 100% resists. Both possible under the current system.


I think we should be concerned with these mini balances the devs seem to be adding pub 9.25 adjusted some things like giving NPCs HIGHLY destructive powers How can we tank one of the top Tuskens when he gets a 13k damage swing? now Composite+Unarmed Toughness and throw in intimidate and we might survive for a little bit, but a couple of those swings and even we the "great tanks" could be toast.


We need someone in there now to talk to the devs and I hope TH sees this thread soon. btw I applaud the area poison heals for docs bout time for that


edit: I spell worst than a 3 year old

Message Edited by LordMaxx on 07-29-2004 06:37 PM



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
3D4D
Thu Jul 29, 2004 6:33 pm
#55


My comments in yellow


00over0 wrote:




I havesome morequestions (and if you haven't answered the first one yet, pleasetry to):

1) How well do you understand the mechanics of the profession? For example, if someone asks you what the multiplier for a prone opponent in PvP is for UH3--do you at least have a rough idea of the answer off the top of your head?

(There will be times when issues are brought upwith short windows of responseand you will need a rough understanding of how this might affect TKs. This sounds like I'm speaking from experience, and I am, butonly indirectly. I know when preparing material for the Smuggler Revamp, Caylin was asked to put a list together overnight.)


I have a very good knowledge of how TK works, but I don't know all the stats behind our attacks. But like I said before, I have mastered the profession twice and Im working on a third TKM.


2) What percentage of time do you spend engaging in PvP and PvE?

(It's important to have an understanding of all the issues facing TKs. If you only ever do one or the other, you're missing half the experience.)


I spend about 60% of my time in PvE and 40% in PvP. I noticed a big difference with the latest publish and how it effects all the combat classes. NPCs with specials is great, but now we actually have to be carefull before we step into battle.


3) Do you do the high-end (Corvette and DWB)dungeons with any regularity?

(It's important to know how these "big-budget" new features in the game have affected our profession--what about them works for us and what doesn't? I do the DWB regularly and TKs are great in there--the Corvette I've done only once so I don't know.)


I have given all the new dungeons a try, but I havn't had much luck in the Corvette.


4) What other professions do you have along with TKM?

(Is your perspective that of a doc/tk and so you're always buffed and can heal poisons and disease without waiting for the end of the fight? Or perhaps a tk/rifleman who uses TK only for when mobs manage to close?)


TKM/ Master Brawler/ Master Medic / Scout 1/0/0/0- Bria Server


TKM / Master Doctor - Tempest


Working on: TK / Carbineer - Scylla





/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
00over0
Thu Jul 29, 2004 11:08 pm
#56

Thanks so much, again, for the replies--they're really very thoughtful and I and everyone else I'm sure appreciates that. Please also keep in mind that there are no wrong answers We want to get to know each of you so that as individuals we can choose the one whose ideas most coincide with our own. I'm sure many of us read parts of different responses and choose different things that we like and don't like.


Anyway, I don't have anymore questions at the moment, shocking, I know. Thanks LordMaxx (I believe it was) for asking one--if anyone else has any questions at all, please ask! That's a major reason for having this thread--so that this time we know who we're supporting.



-----
Etragahl (Former Jedi, Now SOE Slave)
Tal'Ira (Former Creature Handler, Now SOE Slave)

Dear SOE Developers, can I have some of what your smoking??
Spuzzed
Fri Jul 30, 2004 2:12 am
#57

Ive thought about just changing the damage type of the VK to something else, but what Ive come to think about is like this. We do kinetic with our bare hands, and our damage is great. Put on a VK and our damage is even better, the only trade-off is the high amounts of HAM you consume while youre not buffed.

Lets say you want that added punch while youre in a group and dont have to worry about HAM thanks to a doc. Having another damage type would be greatly benificial for when mobs are high on kinetic resistances. I guess what Im saying looks better like this:

No VK = Mediocre damage, small HAM consumption
VK = High damage, moderate HAM consumption
RK = Alternate damage type for high kinetic resistant mobs

As for combo moves, I think they will become more viable when the Revamp comes. Combo moves hitting more than one pool will make it harder for someone to get off their specials, (assuming you can target the action pool for specials).
Jackdurdan2000
Fri Jul 30, 2004 7:12 am
#58


I voteOnlyMaestrofor his advise and ideas are very good and sound. He as always posted to help others.


/vote OnlyMaestro



The True Master of this forum!!!







Dragco Zenox

Master Smuggler/Master Bounty Hunter
Rebel ("Krenal")
Have u Snuggled your Smuggler today? br>
"Smuggler revamp when Jedi stop complaining"

FoW
www.fowswgguild.tk
LordMaxx
Fri Jul 30, 2004 7:30 am
#59

Um, thx Dragco, but it will probably be a seperate thread that allows you to vote



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Utess
Fri Jul 30, 2004 4:00 pm
#60

Just remember everyone that while we may vote for a correspondant we support, in the end it is the devs who decide who they feel is the most qualified. So, don't forget to apply with TH and tell him of your interest O.o That said, I think we can all agree we want someone who, on the whole, we all support and feel is right for the job. So all of us picking who we would *like* to get the position certainly does help. But just remember it isn't a sure win for that person.


I know I'm not applying for this position, nor do I want it, because I don't feel I could do the position justice, nor do I have enough free time in my life right now to devote the necessary time for this. That said, I play almost exclusively on Test Center as well, and like Zaw posted earlier, there are several devoted TKAs on the server who will be more than ready to help and assist whoever does get the position when they create their Correspondant alt on TC.


Good luck to whoever gets the job



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
Emkha
Fri Jul 30, 2004 9:27 pm
#61

I would like to put in a good word for Spuzzed, I know him from Eclipse. He is a very well respected friend and always there to help poeple out. I think he would do an excellet job as the correspondant for our profession. I've been talking to him IG and he has some really good ideas and plans that could help us very much.


I know the votes are not to take place until next week, but my vote goes to him.




Emkha.
AuleyDavyds
Fri Jul 30, 2004 11:56 pm
#62

'Tess, that's extremely kind of you, and I'm sure that whoever ends up being the correspondent will take you up on that offer and do their best to gather information from those on the "front line".


Thanks a ton.



------------------------------------------------------------------------------------------------------------------------------------
"Do not fear death. Death is always at your side. When you show fear, it will spring at you faster than light. If you do not show fear, it will only gently look over you." - Old Man Bull
OnlyMaestro
Sat Jul 31, 2004 11:49 am
#63

How would I seek to Improve TKA?







By enhancing what it already is, unique, and balanced. Currently it can do damage, but not to everything, it can KD/Dizzy targets...but not all targets. It can land status effects, but not to everything...


...I believe in keeping that balance, while also adding fair, and equitable options to TKA.


We all want new weapons, but what's more important? TKA getting new weapons, or armor and resists being changed? I choose resists and armor being fixed, because lets face it -- heat vibroknucklers, while a nice addition, are really not that much different than Kinetic VKs. Most of the high-end content that is very resistant to kinetic damage, is also resistant to heat damage -- so we basically get a new toy, that from a logic standpoint does not increase the effectiveness or quality of TKA at all.


I'm all for adding specialized weapons to TKA, the artistry of martial arts and hand to hand combat.


A light vibroknuckler at Unarmed II in the Brawler tree, it would have AP0, but be extremely fast at its base level, 2.0 would be a good start, or even 1.8. Damage would be moderate, the point of this weapon would be to replace the VK Berserk grind from UA I to Novice TKA.


Master level needs major work though, currently the best part of TKM is Unarmed Hit 3, which as I'm sure some of you have noticed, is not really the best PvP move (Mind Hit or Combo1 still is) the main advantage of UH3 is for PvE purposes, and the fact it causes blind much more often than Unarmed Blind causes. I've always been an advocate of making Meditate Wound Healing a Master Ability, and changing the Meditate line all together. Currently Meditate IV can cure poisons and diseases, but sometimes takes so long to do so that if you attempt to do this in PvP you'll be dead.


I believe when looking out our stats, our defenses are great. We don't really need any additions to those, while we would like to have some better ones, if we get them -- it would only increase nerf cries, and for those who don't know...Jedi characters have been "stating" that TKA is an unbalanced profession, and too strong against Jedi -- chances are we'll see major shifts of our toughness, and other key defensive areas.


I firmly stand by my idea of balance = quality. TKA is a great class, and currently only needs some minor things fixed, and tweaked. Defensive Acuity has to be given something more important, and working than it currently is, same with combat equilibrium. I for one would love DA to be a TKA version of delay, where there is Dodge, Block, and Counterattack...our defense move, tied with the martial teachings of TKA gives the attacking target an automatic delay. Not near Warcry levels, but a free two second delay, "For because of the Defensive Acuity of TKA, the TKA is able to force a target to pause and ponder the next move, while the TKA keeps up with their current combat levels..." it's the concept of taking advantage of an enemy mistake, they attack and miss, basically "fumbling" giving the TKA a short, but pretty good advantage.


Another main thing is other weapons, I for one, would love even other kinetic weapons, I know others might feel the same way to -- just for a new look, a new feel, so not every TKA is the exact same. I believe that alone would be great, a purpose...to find new weapons, and get new "toys" to play with.


How else would I improve TKA?


By listenting to you, and seeing and hearing what everyone else wants, and bringing those ideas to the main people in charge.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

LordMaxx
Sat Jul 31, 2004 4:46 pm
#64

As for changing the damage of the VKs I dont think that would be a good idea. The VKs serve their purpose, they enhance our kinetic damage with a boost in power and Light armor piercing which is essential for higher end hunting.


I think it would just be better for us to get another weapon, and have the certification within the TK trees if not master level.



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Valor
Sun Aug 01, 2004 5:37 pm
#65

well, I dunno why he was even made corres to be honest, we'd never even heard of the guy b4 he was made it.

but alas, the devs felt him to be the best.


well, best of luck to all those whom apply, again

perhaps we can get one that fights on our behalf and tells us what's going on...





LordValor/LadyValor/DukeValor
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