Teras Kasi Archive

Thread: TKM Viability as a Stand Alone Combat Profession

SolaasD
Mon May 02, 2005 3:50 am
#1

I'm starting this threads in the hopes that others will help speculate on a few things.



  • Is Teras Kasi Artist (TKM) Viable as a Stand alone Combat Profession (Such as TKM / Master Ranger)


From what I have seen thus far all points lead to no, the lack of a truly powerful Strike in the Tears Kasi Tree has made TKM as a stand alone entity unviable in the above combo. The Combo Move deals very little damage from what I have seen, I was able to do better damage using Melee Strike... This is not acceptable for what was such a Powerful Combat Profession Pre CU.


I love inate armor, it goes along Perfectly with my Ranger Profession, it makes you light and agile.


I do not like dealing signifigantly less damage then a Ranged Combat Profession, in Melee Combat a Teras Kasi Master should be unrivled, without the slowdown of normal armor he should be light, agile, and be able to dish out as much damage as a Rifleman.


A Teras Kasi Master should have a very powerful combat strike.Such as"Advanced Rapid Melee Strike" (This move Granted by TKM would deal several rapid strikes dealing a signifigant amount of damage)


Please return Teras Kasi Master to its place of strength, make it a viable option for someone like myself.



____________________________________________________________


Wanderhome - Torath Shadowcaster
(Jedi Padawan)
Post CU / Pre NGE Jedi - Padawan to Full Template in 4 weeks.

3 Accounts Canceled Due to the NGE

sanmonroe
Mon May 02, 2005 4:10 am
#2

I definitly disagree, TKM is the best defensive single prof in the game. Giving us rifleman damage on top of that would be silly.

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.



Ineedanewsig


Mentalbug
Mon May 02, 2005 6:12 am
#3

As a stand alone MTKA, can we actually -play- our role of tank? For the few I have been able to test yet, the low combat level makes it almost impossible to take the aggro away from someone beeing hight lvl... Even while abusing of /taunts obviously ^^

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 If you have any clue for me, I'm eager to hear it



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Issizz, party Lizard from outer space
Isueg
Mon May 02, 2005 6:18 am
#4

With our Innate armour and with CoB running, we seem to mitigate approximately 75% of incoming damage. And yet, and yet... I still take a shedload of damage - half a health bar - fighting a single mob two levels lower than me. Fighting 2 or more mobs of that level inevitably forces me to run before killing one of them. I have to question how viable we are as a tank class under these conditions.

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
Mon May 02, 2005 6:37 am
#5

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.



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
z06
Mon May 02, 2005 8:40 am
#6

I'm growing more comfortable with TKM (though I gave up a couple of boxes to get Master Doc as my other profession, but should be back at TKM soon). I'm currently lvl 72, and have taken on 74 level NPCs two and sometimes three at a time. With Master Doc, I'm able to bacta infuse and use higher level bacta shot (jab seems bugged) for quick 600 point heals, plus I can keep my buffs up (as much as that does) and remove states as necessary during a fight.


Since we are defensive in nature, I figure I might as well reinforce that with Master Doc and be able to slug it out over a longer period of time.



--------------------------------------

Shaad Nurimbe Elder Jedi (and half of the original professions)
Doa'Cau Owo Elder Doctor/Master BH
SolaasD
Mon May 02, 2005 9:58 am
#7






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.



____________________________________________________________


Wanderhome - Torath Shadowcaster
(Jedi Padawan)
Post CU / Pre NGE Jedi - Padawan to Full Template in 4 weeks.

3 Accounts Canceled Due to the NGE

Novock
Mon May 02, 2005 10:26 am
#8






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.

2. Get yourself clothes made with new unarmed dmg BE tissues and that will increase your dmg some as well.

3. Above 2 wuill help but we are simply not meant to be the dmg dealers we are the tanks.



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

TSMog
Mon May 02, 2005 11:43 am
#9

and be able to dish out as much damage as a Rifleman.




What the? Why should a person using his fists, maybe a blade attatched, ever be able to deal as much as a person carrying a long barreled weapon, designed to take out the largest monsters? He shouldn't. People moan TK doesn't dealas much damage as before, but it's the fastest combat prof, from what i've seen in the CU, and still deals good enough damage to keep itself as a good profession without the amount of people wanting it as there were before. The change in TK was meant to make it more in balance with the other combat profs, now TK is Speed, Fencer is DoT, Swordsman is Power, and Pikeman is Area. If you're so desperate for power, go for Swordsman. I can understand that you want to be able to move fast and still have armour, but the point is that you cannot have everything. If the advanced TK skills aren't so great, combine the innate armour tree with some swordsman skill and presto, you have power and natural armour.





Navrae - Corbantis - Aspiring Fencer/Swordsman
Pablokadman
Mon May 02, 2005 1:04 pm
#10

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.





Pablo Kadman

A vet, cuz I say so!

SolaasD
Mon May 02, 2005 3:42 pm
#11

If we can take tons of punishment (we still should take damage more slowly then we are and our health should regen faster) we should be able to deal out a good bit of punishment as well.



____________________________________________________________


Wanderhome - Torath Shadowcaster
(Jedi Padawan)
Post CU / Pre NGE Jedi - Padawan to Full Template in 4 weeks.

3 Accounts Canceled Due to the NGE

Zodiac-B
Tue May 03, 2005 12:20 am
#12

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.







Zodiac Enterprises - Corellia (near Coronet) 192 -5487

Suarat: Master Shipwright 12/17/17 - Akron's Havok Squadron Ace Pilot
CAIDOZ: Elder Jedi - CorSec Squadron Ace Pilot
Aurilius Maximus: Commando - Completed 6th mastery, hesitant to continue due to Kessel Spawn

z06
Tue May 03, 2005 12:36 am
#13






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.






Last night I was hitting in the 600+ area with Blaster Fists and during knockdowns (maybe 620 or so if memory serves correctly). With bare hands, I was hitting in the 580 area against some targets with the kd.


Also, don't forget Armor Break - since hitting for 600 and doing 600 is quite a bit different



--------------------------------------

Shaad Nurimbe Elder Jedi (and half of the original professions)
Doa'Cau Owo Elder Doctor/Master BH
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