Teras Kasi Archive
Thread: TKA *CAN* still wear armor after the CU, and the 2 handed sword skill pre-req is a good thing
TKA does not get mitigation, but its okay, because you can get it from other professions, and it should stack.
Meplorium wrote:
Actually TKAs are the main tank in the game and their tanking ability comes from damage avoidance not absorbtion. Basically TKAs don't need armor.
Plus...as far as I understand, wearing armor may effect the avoidance ability...
I was also rethinking the 2H pre-req and I agree, it may make sense...TK's are weaker post-CU then they were before...they'll most likely want to dabble for more strength, and Swordsman is the strongest Melee professions, so the devs may have felt that the majority of TKs would want to dabble in that direction...
Meplorium wrote:Actually TKAs are the main tank in the game and their tanking ability comes from damage avoidance not absorbtion. Basically TKAs don't need armor.
They also dont NEED Vibroknucklers, but it sure as heck helps to have.
As far as armor hindering the use of the avoidance skills, havent heard anything offical about it. link?
garvin wrote:
Meplorium wrote:Actually TKAs are the main tank in the game and their tanking ability comes from damage avoidance not absorbtion. Basically TKAs don't need armor.Plus...as far as I understand, wearing armor may effect the avoidance ability...
I was also rethinking the 2H pre-req and I agree, it may make sense...TK's are weaker post-CU then they were before...they'll most likely want to dabble for more strength, and Swordsman is the strongest Melee professions, so the devs may have felt that the majority of TKs would want to dabble in that direction...
I agree with the thought, but why force a Melee profession into another Melee profession to increase strength if you place more emphasis on ranged combat now? This is part of why the prereq changes are illogical to me, though I do agree with the concept of making all combat professions cost similarly in skillpoints.
Currrently when a TKM swiches to ranged prof mid combat he/she is sacrificing some defense. CoB,Toughness, and Acuity, however keeping the melee/ranged/state defenses. So it sord of an even trade off.
I'm worried that when I switch to rifleman with out any armor I'm gong to be killed easily, It may force TKM's to fight only with TKM making combat templating somewhat pointless
Flatlinedmemory wrote:
Im just very worried as to how this will work with TKM/ranged templates
Currrently when a TKM swiches to ranged prof mid combat he/she is sacrificing some defense. CoB,Toughness, and Acuity, however keeping the melee/ranged/state defenses. So it sord of an even trade off.
I'm worried that when I switch to rifleman with out any armor I'm gong to be killed easily, It may force TKM's to fight only with TKM making combat templating somewhat pointless
Supposedly the defenses are in effect unless you don armor. Unfortunately I have yet to be able to get in and test, so it is all based on my impression.
ZionHalcyon wrote:
LgEnder wrote:
Keep in mind these aren't certifications! Anyone who wants to can equip the armor, the professions just get mitigations on the debuffs applied by the armor so you don't lose as much movement speed, accuracy, and attack speed, thus making that armor the better choice for the stated professions.
No, that is precisely what they are - I believe the devs have already said that you will not be able to equip armor unless you have the appropriate certification.
ZionHalcyon is correct, if you DO NOT have the first series of Mitigating numbers in the Novice box, you can not equip that style ofarmor. If you untrain the novice box that grants you the basic mitigators it will strip that armor off you.
garvin wrote:
Meplorium wrote:
Actually TKAs are the main tank in the game and their tanking ability comes from damage avoidance not absorbtion. Basically TKAs don't need armor.
Plus...as far as I understand, wearing armor may effect the avoidance ability...
I was also rethinking the 2H pre-req and I agree, it may make sense...TK's are weaker post-CU then they were before...they'll most likely want to dabble for more strength, and Swordsman is the strongest Melee professions, so the devs may have felt that the majority of TKs would want to dabble in that direction...
If you look closely at the TKA lines you'll see we get 'General Melee accuracy' bonuses, meaning we're better with a 2h sword than a brawler with 2h 4. I kinda like this as it gives us some variety.
garvin wrote:
Meplorium wrote:Actually TKAs are the main tank in the game and their tanking ability comes from damage avoidance not absorbtion. Basically TKAs don't need armor.Plus...as far as I understand, wearing armor may effect the avoidance ability...
I was also rethinking the 2H pre-req and I agree, it may make sense...TK's are weaker post-CU then they were before...they'll most likely want to dabble for more strength, and Swordsman is the strongest Melee professions, so the devs may have felt that the majority of TKs would want to dabble in that direction...
But shouldn't that be my choice? I mean if the added strength is supposed to be there then gift it to me along with any other melee profession I choose to take along with TK. The aspect of choice is still being taken away from me. In order to master two melee professions I have to invest skillpoints in another tree that I'll never use at all for the sake of being equal to ranged in terms of skillpoint cost. Seriously, if ranged is going to be given a boost and melee range and damage are going to be reduced it's just another added slap in my opinion.
Ryutek wrote:
garvin wrote:
Meplorium wrote:Actually TKAs are the main tank in the game and their tanking ability comes from damage avoidance not absorbtion. Basically TKAs don't need armor.Plus...as far as I understand, wearing armor may effect the avoidance ability...
I was also rethinking the 2H pre-req and I agree, it may make sense...TK's are weaker post-CU then they were before...they'll most likely want to dabble for more strength, and Swordsman is the strongest Melee professions, so the devs may have felt that the majority of TKs would want to dabble in that direction...
I agree with the thought, but why force a Melee profession into another Melee profession to increase strength if you place more emphasis on ranged combat now? This is part of why the prereq changes are illogical to me, though I do agree with the concept of making all combat professions cost similarly in skillpoints.
You are wrong here garvin.
You percieve strength as being in offense. Offensive ability isn't the only way to win. Even if we cant smack through opponents as quickly as a swordsman we can still hold our own by outlasting our opponents.