Teras Kasi Archive

Thread: Got TKM....is it me or does there damage suck

Avtoritet
Mon May 30, 2005 6:00 pm
#1

Ok, so i took advantage of the 2x exp week, and got TKM and 0444 BH (didnt grind invest. yet) and i notice something, i have a Blaster Fist and im only doing around 400-500 damage a hit. Is it me or is that low?


For TKM, the CU killed them. What happened to all the cool specials and what not?
Zekim
Mon May 30, 2005 6:02 pm
#2

4-500 dmg is actually high compared to what I was dealing out. TK does seem bugged now though. When CU went live I was able to fight one on one with anything near my level. Now I get my butt handed to me as if I had no armor innate or other.



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IZenegade
Mon May 30, 2005 6:05 pm
#3

Dual Professioned TKM and have always been TKM. I outlast most people when fighting high-level content. Raiding the NightSpider cave, I can easily tank the Lvl 84s with no problems. What I hate about TKs now is that /taunt seems to break too easily in combat. I want to be the damage sponge, but taunt pulls one NPC off, but they can do go back to going after somebody else in less than 4 seconds.

Though I'm certified for Battle Armor Via Pikeman, I don't want to spend the money for a set. It also diminishes the TK.



[ Wong-fei Hong [

i

Tes Käsi Master
A NO GOOD DRUNKen master


lemontowel
Mon May 30, 2005 9:06 pm
#4

Ijust came back to the game to check out the CU and other stuff and my TKM/Commando is complete garbage. I wasn't master commando anymore so now I can't even use a flamethrower? What the hell is that.... I have flamethrower 4 but can't use one... doesn't make sense. Also my TKM skills aren't worth anything much... I'm dealing about 2/3 the damage I used to AND I ATTACK VERY SLOW. Is this just me? I remember when I used to play, TKMs would be dealing out a couple hundred dmg a hit every second or less. Now I attack something and I have to wait a full 2 seconds before I even get another hit off... this is dumb. We are hand to hand martial arts, we should be attacking a lot faster, LIKE IT USED TO BE. I think the CU just killed Teras Kasi all together. I LOVED being a TKA, even from the point of novice all the way to master, and I never got tired of it. Now I come back to this game post-CU and I find that the profession I once loved to play has been COMPLETELY altered into something COMPLETELY different than what it used to be. This is pretty upsetting. There's no other melee profession that is as cool to me as TKA but now it's practically ruined. Damage-gone, speed-gone, special move variety-gone, everything about TKA is crap now except being able to tank MOBs, big deal like I couldn't do that before... Now I have a higher chance of dieing because I can't even deal out the damage that I used to. This CU really f***ed the TKA IMHO. This is not fun at all for me anymore, I have /respec'd to master bounty hunter for something different, I don't even want to play TKM anymore even though it was once my favorite profession in the game.
Nuttynoah
Mon May 30, 2005 9:44 pm
#5

i have been TKM from launch, but since the CU its not that good any more...yep thay certainly took some think out of TKM, be nice if thay but it back, but the more we tell the dev's or soe the more thay kill/nerth that profession....think its thier way of telling us "were in charge and we know best."


NO CAPTAIN, I SEE NO SHIPS JUST HARDSHIPS ** R.I.P SWG 26/04/2005 **






NO CAPTAIN, I SEE NO SHIPS JUST HARDSHIPS.R.I.P SWG 26/04/2005

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PurpleWarrior
Tue May 31, 2005 1:39 am
#6

I think only the Katarn knuckler actually does more damage than the bare fisted TKM these days.


Take the Blaster Fist off and you'll probably get better results - I do better than a hit every 2 seconds anyway


I have a TKA/Doc and can solo anything 2 levels above me - including faction missions.





Ex-Combat Healer from Hell, FistFighter, Pokemon Trainer and Guntoter
Trying out Commando
Kaylais
Tue May 31, 2005 3:54 am
#7

TK/CM is the solution to the damage issue. Fire/Poison tickets + TK hits = decent damage (not the greatest, but decent). You get 4 ways to heal, and you get group healing. And, Bacta Spray is the best area taunt out there. It keeps the mobs attacking you (the tank) rather than the group.

CM/TK rules in group pve.
CM/TK is very effective in PvP (paralyse, dot's that you can defend against, COB)
CM/TK is weak->decent when soloing, but it's not what they are made for.



-Fallen Angels- Kaylais -Fallen Angels-
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Lorechaser
Tue May 31, 2005 6:16 am
#8

TKM isn't a damage prof anymore - as long as you realize that, you'll be happy with it. Mix in swords or pike for damage if you're not doing enough. Mix in Fencer if you want to do a ton of specials. Mix in CM if you want to tank while they slowly die.

TKM damage is the worst of the elite melee, save maybe fencer. This is as the devs explained, and as the balanced intends. TKM is the defensive prof. Swordsman is the damage prof. Fencer is the specials prof. Pike is the mixed prof (IMHO).





Shyy'rissk the Angry Wookiee:Former Master Swordswook 4440 Doc, Pre-NGE TKM, MPike, Doc 4000, now Master Spy. "Still here, still hitting things until they fall down."

Eenig Darksun, Former Ith Pistoleer and Armorsmith, now Officer "No, you can't call me ET."
Daolee the Spiky, Rodian Medic. "We puts the needle in here, and either you die, or you feel better. If you die, we use it on enemy next time!"

UncleSecti
Tue May 31, 2005 9:32 am
#9

Half-agreeing with Lorechaser;
"TKM damage is the worst of the elite melee, save maybe fencer. This is as the devs explained, and as the balanced intends."
------------------------------


It's not at all as the devs explained;
[selection from http://starwarsgalaxies.station.sony.com/content.jsp?page=Combat%20Upgrade:%20Profession%20Roles%20Overview]

"Pistoleer
Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Modifiers)
Offense: Weak (2)
Defense: Moderate (3)
Crowd Control: Strong (4)

Pikeman
Primary Role: Melee Opponent Control (Attacker Modifiers)
Secondary Role: Melee Crowd Control (Attacker Control)
Offense: Weak (2)
Defense: Strong (4)
Crowd Control: Moderate (3)

Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate (3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)"
-------------------------------------


In practice in Live now;

Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Absorption)
Secondary Role: None
Offense: Minimal (1)
Defense: Very Strong (5)
Crowd Control: Minimal (1)


Lorechaser's opinion is spot on. TKA damage per hit is the worst of any post-CU combat prof (except doctor).

So, TKM damage does 'suck' in one way. However, the damage you can do before you die is maybe the highest of any profession. It's swings and roundabouts.

Basically, TKM stops you dying. What you do while you're alive is probably determined by your other professions.


----
[added in edit]
I'm not saying that the above is "good" or "right" or "the way it ought to be". I'm just reporting to the OP how things actually are in Live right now.

Message Edited by UncleSecti on 06-01-2005 01:52 PM

Kaylais
Tue May 31, 2005 10:36 am
#10

You perfectly summed up TK with "Basically, TKM stops you dying. What you do while you're alive is probably determined by your other professions."

Spot on.



-Fallen Angels- Kaylais -Fallen Angels-
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SettingSun
Tue May 31, 2005 7:58 pm
#11

And that is only because of CoB.

Armorsmiths are making as good if not better armor than tka gets.

If we didn't have CoB how much would we suck?

If swordmen didn't have armor break, it would hurt them, but they would still do well.

If fencer didn't have bleed, it still wouldn't be much worse off.

If Pike didn't have intimidate they'd get by.

anruth
Tue May 31, 2005 11:56 pm
#12

I understand that TKM is not a damage dealer, however, they should be able to defend themselves! Sure we can stay alive but when it takes 30 min to kill something because it almost regens faster than you hit it. Not what it should be... like it was said earlier... pikeman is a 2 for damage and they dot he MOST out of the melee! We are suppose to be a 3 and we do way way less! They need to fix our damage like it was intended and than a lot of complaining will stop! I hope the damage we do was at least brought up to the devs!



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Lorechaser
Wed Jun 01, 2005 9:37 am
#13

Are armorsmiths making armor with 6k resists across the board, though? That's the benefit of Innate - you can probably buy armor that's better in each particular setting, for a high cost. Innate is really good against everything, and free.

I would bet that for the hardcore multi-millionarie, TKM is not the way to go - if you can afford to buy and carry the maxed out armor in each category, and are willing to switch as needed, you're likely better off without TKM.





Shyy'rissk the Angry Wookiee:Former Master Swordswook 4440 Doc, Pre-NGE TKM, MPike, Doc 4000, now Master Spy. "Still here, still hitting things until they fall down."

Eenig Darksun, Former Ith Pistoleer and Armorsmith, now Officer "No, you can't call me ET."
Daolee the Spiky, Rodian Medic. "We puts the needle in here, and either you die, or you feel better. If you die, we use it on enemy next time!"

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