Teras Kasi Archive
Thread: TKM Viability as a Stand Alone Combat Profession
- Is Teras Kasi Artist (TKM) Viable as a Stand alone Combat Profession (Such as TKM / Master Ranger)
That would be like giving rifleman 6000 point innate armour and the top defenses.
While I think that they need to fix the unarmed wpn bugs so the damage stacks, I never expect them to put TKMs back as master tank mages.
Stand alone? Solo, no. Grouped? Definitly able to stand alone, as the TANK, the role they are intended.
Maybe I should give it a shot again, but as much as I'd like to keep playing a TKA to go with my Master Entertainer/Master Musician skills, I'd like to still be actually useful in a hunt group
Also, and I hate to be a nitpicker, one of the key abilities for a tanking class (imho) is an area taunt, something I don't believe we have.
Ramona_Garcia wrote:
I would say that we are viable with only tkm as profession - after all, I play a master dancer/TKM. We do not deal out as much damage as before, but we have staying power. With powerboost fixed we have 500 more HAM, and TIA and CoB works fine. Keeping aggro is difficult, but doable, with hickups, depends with whom you work together. And do not forget - advanced combo attack is bugged, so once it is fixed we will do more damage as well.
SolaasD wrote:
Ramona_Garcia wrote:
I would say that we are viable with only tkm as profession - after all, I play a master dancer/TKM. We do not deal out as much damage as before, but we have staying power. With powerboost fixed we have 500 more HAM, and TIA and CoB works fine. Keeping aggro is difficult, but doable, with hickups, depends with whom you work together. And do not forget - advanced combo attack is bugged, so once it is fixed we will do more damage as well.
As long as they give us back a powerful move I'll be much happier. I just hate doing (with vibro knucklers) only about 200 Damage Per Hit, I want to be doing at least 650 per hit.
1. I seem to do more dmg without a nuckler. I believe its still bugged.
Armor break can make all the diference.
Don't think as a stand alone or solo but in a group it's a big help. mainly depends on the group if the tanking part works now.
And takes awhile to work out a system. Grouped several times to help people out with grinding and pretty much did as above said, run in get agro and lead back to group. worked well on Dantooine, Endor and Dathomir.
I'm TKM / M. Swords and I'm really liking the Tank part because I control the entire group in PvE. Since you "should" only attack one at a time due to no area attack mainly, I go aggro a creature, bring it close to the group and we all take it down. Then "I"get another and so on. If anyone in our group does not follow my lead, we're dead. Melee is the best in this aspect. And remember... you only have to hit it once to get full xp, so what's the big deal about getting all this power when all you need to do is keep the creature away from everyone else.
SolaasD wrote:
As long as they give us back a powerful move I'll be much happier. I just hate doing (with vibro knucklers) only about 200 Damage Per Hit, I want to be doing at least 650 per hit.