Teras Kasi Archive
Thread: MAKE TKM longer and harder to get, DrArgule please read this
- More points to Master TKA, either the quests and other suggestions or Master Brawler - this makes sence that a true martial arts master should know a smattering of knowledge of all melee weapons.....plus it gives you a 20m knockdown

- I dont like wearing armor. ie. we should get penalized for armor and have some kind of state defence or dodge/block/counterattack move to compensate, give us some robes!!!!!!!!!!
- I dont like knucklers either, we should be completely unarmed- Teras Kesai *does* mean steel hands however, our fists should be armor piercing in themselves in the advanced boxes of the class, or focus/meditate to temporarily get another damage type focusing whatever mind/body energies into flaming fists or whatever you have laying around the house....
- We are martial artists! Where the cool throws and arm locks, breaking bones and stuff. This is another alternate to having different damage types. Sure that 100% kinetic Janta Wicker Weaver has Medium armor to boot and laughs at your kinetic attempts , she grabs your lapel on your fancy schmancy TKA robes, you then thank the martial art gods that someone was stupid enough to grab your lapel and grab her wrist , twisting violently making her kneel, you kick her in the face so hard her parents in the crowd pass out and then twist her arm over and under hearing that satisfying *snap!*
- Same as above! Except this time you twist and jerk back in the reverse direction executing a perfect throw on the poor Janta on Dantooine that knocks the rocks of mesas in Lok, breaking her wrist in the process.
Again these are just ideas, and my thing about mastering brawler *isnt* suggested just to make TKA more exclusive for those with cool TKM/Smuggler templates or TKM/Fencer/Swordsman or TKM/Doc - nothing against those fellow TKs.
Doctor and CM require mastering Medic, Commando needs marksman and a line of brawler, BH needs marksman and scout, if we want the cool stuff for our favorite profession it looks like we may have to pony up on the skill points somewhat, lets put some of the POW and "lookout! its a TKM back into this class"
PS My main toon is guilty of the TK template too, mbrawler, mfencer, mswordsman and tk ( was master ) 4304. I needed the extra damage types to damage 100% kinetics and I needed some defences to counter blows as I am a wookiee and cant use the godshield composite armor.
Message Edited by Finnean on 06-28-2004 09:17 AM
imho i think TK is fine, mix it with a template
the only thing i'd like to see is some cool particle animation eg: glowing hands or something maybe sort of streetfighter stylee
McFlyGuy wrote:
Positive = If you don't have anything to say, but negative comments its best you just leave. You think they should stay the same. I don't agree with anything and try to come up with something to fix it. Complaining about it won't get us anywhere.
Okay, admittedly, I've been pretty unreceptive to the whole idea, but you have to understand that not every idea works. If this were to be put into action though, here's some "positive" feedback on it.
1) Ditch the master brawler requirement. Completely illogical and stupid. We learn to fight against other styles just by using our own fighting style. We shouldn't have to learn how to use a sword just to be able to use our hands better.
2) If there were to be a Force Sensing ablity for this, I would say that it should be accessible to everyone as a Force Sensitive skill of some sort, not exclusive to Teras Kasi. Why should we be the only ones to detect Jedi just because we use our fists? If it really has to be exclusive to Teras Kasi, I would recommend putting it in some sort of ranking system and not the profession itself. The way I see it, the profession represents the fighting part of the training, while the Order itself represents the whole "keeping Jedi in check" stuff.
3) Meditation bonuses are cool, but I'm hesitant about anything that can be used in the middle of combat like Nuckman recommends. Maybe a Force of Will timer reduction and/or a bonus to Power Boost, or perhaps some faster regeneration while meditating.
4) I don't know about damage and speed bonuses.It seems like we're sort of at the top of the heap as is. I think it's reasonable to get a few more state defenses and maybe some toughness mods as far as actual combat abilities go, though. We kind of got shorted on state defenses for a class that has a whole tree devoted to "balance". A few special moves would be neat, too. Nothing like a hit4 or anything, but maybe...hm...to be honest, I don't know. That's something that deserves a little more thought.
So there you have my positive feedback.
FuryoftheStars wrote:
AvaLance wrote:
- In my opinion, dual-wielding is just a subset of one-handed fighting, ranged or otherwise. It's not any kind of "elite" one-handed fighting, as it's not really better, it's just a different style. As far as I know, the developers already have this kind of thing in the works as an add-on to the existing Fencer and Pistoleer professions. As far as I'm concerned, any non-Jedi and non-GCW ranking system is just stupid. Did the bounty hunters of the movies have a special council or ranking? No. Certainly somse were better than others, but they didn't have an organization devoted to their profession.
Although I don't know this for sure, it is IMO that in order to effectively wield 2 swords at once, you should first learn how to use one. Hence the elite-elite of duel-wield of fencer. Someone who is really good at duel-wield could potential fight 2 enemies at once... I consider that as being good enough to warrant another elite on top of Master Fencer. With that being said, if we simply stuck duel-wield into the regular skill set, it would make them more unbalanced then what they already are. I agree with you nonetheless on the ranked system comment.
- As far as fighting multiple people goes, there are already spin attacks in the regular trees.And yeah, it follows that you would learn to fight with one weapon first, I'll give you that. At any rate, it's a possibility. I just dislike the idea of adding elite-elites one class at a time. It seems to me that people would just whine about whichever class gets their elite-elites sooner until everything was balanced. If we're going to do this thing, it should all be done at once. In an expansion, most likely.
[...]the ability to hunt Jedi [...] should be the exclusive realm of Bounty Hunters, as they have no other decent content of their own.
[...]the ability to hunt Jedi without using the skill points for Investigation.
Ok, just thought I'd hit up on this subject real quick. Yes, the only content that BHs have atm is hunting Jedi. Some of us are trying to improve that however, and there is talk from the devs on doing the same. Also, TKs from my understanding (I haven't actually read the books so please correct me if I'm wrong) helped to keep the Jedi in check... or at least the TK order did. I'd also like to reference the next comment for continuation of this one:
- Yeah, I understand that people are trying to improve it. What I'm saying is that we shouldn't cut in on their content until it actually *IS* fixed, or else we'd have more whiners on our hands than we need. And yeah, the Teras Kasi Order was supposed to keep the Jedi in check, but that was because they were both organized and had large numbers. If we add any functionality for Teras Kasi to hunt Jedi, it should be through a separate rank system or somesuch, and not through the profession itself (which I think represents the fighting style itself).
- Why should we be able to put up a decent fight against someone who is capable of cutting through any material effortlessly, using supernatural energy as a weapon? Not to mention the fact that they practice parts of the same fighting style we do.
How was the TK order able to keep Jedi in check if they did not stand some kind of chance against them and their Lightsabers? Random thought: Perhaps instead of giving TKs this new ability to hunt Jedi individually as so many people seem against it (and admittedly it does have some flaws), maybe we should give them a bonus against Jedi when hunting them with a BH? As I said, that was a random thought.
- My best guess is that the Teras Kasi kept Jedi in check through numbers and situational advantages like traps or corners or the like. The bonus to hunting Jedi while with a bounty hunter is sort of iffy. I'd say maybe a toughness mod against lightsabers, if anything.
- Master Marksmen are good at hitting stuff, yeah. But this game's Marksmen aren't actually trained to be accurate, it's just a title for ranged attackers. And as for the argument that hybrids will be able to do stuff, I think they should get accuracy and speed mods in their own individual trees as a solution (as opposed to making Master Riflemen/Master Marksmen even MORE accurate.)
Actually, with the way I see it, no it wouldn't make a Master Marks/Rifleman anymore accurate then what they are already. What I was saying was basically move the accuracy and speed mods from Rifleman and the like, and put them into their respective trees in Marksman/Brawler, leaving a few behind in elite skill. But when you add it all up, you'd still end up with the same numbers as before. As for hybrids getting the accuracy/speed mods in their own trees, yeah that works for BH (except for rifles), but it doesn't work at all for Commando. This was the most logical proposal I could think of. I guess basically I'm trying to find a way in which the pre-reqs of the hybrids isn't totally useless without screwing up the pure elites.
- The way I see it is this: Is a jack-of-all-trades better than the specialist? I should say not.
lol... I think I had better start writing down what font code is for what color... took me a while to find one that was pleasing to the eye
Unfortunately Netscape doesn't have the handy color selection option that IE does so I have to go by the whole font color=#blahblah stuff
What is that anyways? HTML code?
Sorry for the incomplete post, I'm short on time. I'll finish up later.
EDIT: Okay, finished.
Message Edited by AvaLance on 06-28-2004 10:31 PM
/clap. See that wasn't so hard now was it?
AvaLance wrote:
McFlyGuy wrote:
Positive = If you don't have anything to say, but negative comments its best you just leave. You think they should stay the same. I don't agree with anything and try to come up with something to fix it. Complaining about it won't get us anywhere.
Okay, admittedly, I've been pretty unreceptive to the whole idea, but you have to understand that not every idea works. If this were to be put into action though, here's some "positive" feedback on it.
1) Ditch the master brawler requirement. Completely illogical and stupid. We learn to fight against other styles just by using our own fighting style. We shouldn't have to learn how to use a sword just to be able to use our hands better.
2) If there were to be a Force Sensing ablity for this, I would say that it should be accessible to everyone as a Force Sensitive skill of some sort, not exclusive to Teras Kasi. Why should we be the only ones to detect Jedi just because we use our fists? If it really has to be exclusive to Teras Kasi, I would recommend putting it in some sort of ranking system and not the profession itself. The way I see it, the profession represents the fighting part of the training, while the Order itself represents the whole "keeping Jedi in check" stuff.
3) Meditation bonuses are cool, but I'm hesitant about anything that can be used in the middle of combat like Nuckman recommends. Maybe a Force of Will timer reduction and/or a bonus to Power Boost, or perhaps some faster regeneration while meditating.
4) I don't know about damage and speed bonuses.It seems like we're sort of at the top of the heap as is. I think it's reasonable to get a few more state defenses and maybe some toughness mods as far as actual combat abilities go, though. We kind of got shorted on state defenses for a class that has a whole tree devoted to "balance". A few special moves would be neat, too. Nothing like a hit4 or anything, but maybe...hm...to be honest, I don't know. That's something that deserves a little more thought.
So there you have my positive feedback.
Technically you wouldn't be able to dabble in many other professions. You would have around 50+ skills points still left over to put in medic/etc so it wouldn't be that harsh. But bounty hunters don't devote much of their time to bio engineering do they? They're main skills is bounty hunting and that is the way it should be with tka and another fine example would be the jedi.
GivenWings2Fly wrote:
I don't like the idea of being a Master Brawler. It would leave no options for anything else. And to be honest it would be quit boring to just have combat professions. Plus, why would I want to go up the other tree's in brawler. I mean, I have zero interest in them and talk about a grind. It would probably take a yr. to become a master. I wouldn't never pick tk for that reason. Even though I just got novice tk last night, I can see it is going to take a while to become master already. Granted I only play a couple of times a week. They should fix other professions like CH and others before messing with a good thing.
JMO
McFlyGuy wrote:
Technically you wouldn't be able to dabble in many other professions. You would have around 50+ skills points still left over to put in medic/etc so it wouldn't be that harsh. But bounty hunters don't devote much of their time to bio engineering do they? They're main skills is bounty hunting and that is the way it should be with tka and another fine example would be the jedi.