Teras Kasi Archive
Thread: An idea for POWER BOOST!
My idea for power boost would be that you would end of using it at the end of a fight of a hard mob. It would up your speed 100%, damage 100%, resists 100%, HAM's 100%, and Accuracy 100%. But in exchange for that great power our bodies afterward would be in a terrible condition where would could not fight for 60 seconds and 1/3 of our HAM's would go black. It would last for 15 seconds and only upon reaching Master TKA would you receive the full effects of it. It would be like going Super Saiyan or breaking Chakra barriors.
think that would never happen that way, as that really would be overpowered.
saw in the notes that powerboost was getting fixed so decided to give it a try.
meditate
powerboost
health and action go up
15 seconds later boost starts to go down again
so 30 seconds after use it has expired and for this I got
388 mind wounds, and removed the hotkey incase I use it by mistake till it is fixed.
Rather use muon gold or nuetron pixie, its downer at least goes on its own after a bit of time and lasts longer.
30 seconds is way to short, needs to be at least 5 minutes minumum.
388 mind wounds is way to high needs to be about 10 to 50 wounds max. This probably does not matter so much if you have meditate IV, but any lower it is a penalty instead of a skill.
A TKA is supposed to be the master at single target combat, but I'm not seeing that. The high end mobs hit hard, have 15k-20k HAM, have ultra high resists, and theres not much of an agro control. The mob just chooses who ever is around it and that is hopfuly a melee person, but they are not tanks, our HAMs are the same as a ranged person. With my Power Boost idea it would make us what we truely are......killing machines!
Powerboost sucks sooooo bad
I cant belive it when i finally got it what a waste / mistake of using it!
And after thinking about it, our power increase would depend on how much Action we have left and then after its over half 30-50% of our action bar would go black and about 10% of our Health bar, our mind doesn't really play a big role in this.
I believe they meant it was fixed internally. I don't think we've received that patch yet.
Rafed wrote:
saw in the notes that powerboost was getting fixed so decided to give it a try.
I don't want to see power boost become another berserk. Berserk is already plagued with uneffectiveness issues, because you are unable to style intimidate do the things a TK needs at times to do to survive.
I do however like the idea of a stacking pool, but because mind is not healable, and mind is not buffable outside of taking *drugs* to do so (note: not really a type of thing you find a Tera Kasi master who prides himself at being one with the world doing) then we are limited in what we can do.
POWER BOOST
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how the ability should work:
1) adds 500 health, 500 action, 500 mind
2) useable in miditattion trance anywere, or useable in a camp or in a house or in a medical center, not requiring you to be in the meditation trance.
2) should last 10 minutes, and stacks with all buffs in the game to give the TK the unarmored tank of this game a purpose and make this ability useable.
3) the mind costs are not specficly a huge deal if the boost would only last as long as smugler spices, but its imparative that it also buffs mind aswell as action health.
4) I would like to see master box have Boost power 2 to avoid dablers steeling somthing that would be considered FOTM from us, perhaps make boost power 2 add 600, and boost power 1 add 200 to each stat.
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2 issues as i see it. We need to have our abilities effective and not useless, and we also need to prevent dablers from picking and taking our best atrobutes. If boost power is fixed, its needs a boost power 2 in master, much like we should receive one thing from each teir in our profession increased and buffed and placed in master.
master box
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Id like to see the following.
1) uanrmed hit3
2) boost power 2
3) unarmed head hit 2
4) somthing unque only to master, perhaps a hevy armor piercing VK certification