Teras Kasi Archive
Thread: Is TKM GOOD?
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Eisei
Wed May 04, 2005 9:52 am
#2
TK is the best tanking profession, they can take/avoid hits best out of any profession but it is no longer a damage dealer. Do not look at this profession for damage because it is not a damage dealer. You want damage, head on over to swordsman or rifleman
Xilocke
Wed May 04, 2005 10:00 am
#3
From my recent experience with the CU, "tanking" means dying slower than everyone else if you don't have any means of healing yourself. We may not do much damage, but we can take a heck of a beating before we eventually lose.
If damage is what your looking for, Eisei is correct, the current consensus of the people I've spoken with is that rifleman and swordsman are the top damage dealers.
sanmonroe
Wed May 04, 2005 10:13 am
#4
TKM is awesome at taking damage, adding damage for the group, and preventing damage for the group. IF USED RIGHT.
Taking damage- You don't get hit much and when you do you laugh.
- 48.5% reduction in all damage from innate. Best in the game besides Jedi. (and it is free, never needing replaced!)
- 200+ defenses
- COB adds 500 to defense!!! And another 20% (I think its 20, anyone know for sure) resistance to damage. Meaning ~70% damage reduction total.
- Power boost adds 500 health!
--- In other words, you can easily take the attacks from 3 or 4 creatures while your damage dealers tear them up one by one. You are a TANK
Adding damage for the group and preventing damage-
-Smack everything with armour break. Half the stuff you fight at CL 82 will resist 50% of the damage people hit it with. If you hit it with armour break it dies 50% faster.
-Follow up with KD. Your ranged players will worship you if everything they shoot is lying down and has no armour.
-Taunt like crazy! Yeah I know taunt is crappy atm, but if you are doing Armour break and KD plus taunt in general only a rifleman will tear aggro away from you. If the creature is lying down it doesn't matter who has aggro.
What is TK bad at?
Damage.
Taking damage- You don't get hit much and when you do you laugh.
- 48.5% reduction in all damage from innate. Best in the game besides Jedi. (and it is free, never needing replaced!)
- 200+ defenses
- COB adds 500 to defense!!! And another 20% (I think its 20, anyone know for sure) resistance to damage. Meaning ~70% damage reduction total.
- Power boost adds 500 health!
--- In other words, you can easily take the attacks from 3 or 4 creatures while your damage dealers tear them up one by one. You are a TANK
Adding damage for the group and preventing damage-
-Smack everything with armour break. Half the stuff you fight at CL 82 will resist 50% of the damage people hit it with. If you hit it with armour break it dies 50% faster.
-Follow up with KD. Your ranged players will worship you if everything they shoot is lying down and has no armour.
-Taunt like crazy! Yeah I know taunt is crappy atm, but if you are doing Armour break and KD plus taunt in general only a rifleman will tear aggro away from you. If the creature is lying down it doesn't matter who has aggro.
What is TK bad at?
Damage.
dashx2525
Wed May 04, 2005 11:55 am
#5
sanmonroe wrote:
- Power boost adds 500 health!
they nerfed the boost tho and i have no idea why. it wasn't game breaking or anything it is just as good as a doc buff. i use power boost now and it does nothing. i heard it doesnt increase your health at all unless u have 2500 health or less which is lame. anyways i found tka to be not fun at all in the CU, respeced to master smuggler/commando and i'm liking that.
Zodiac-B
Wed May 04, 2005 1:54 pm
#7
dashx2525 wrote:
sanmonroe wrote:
- Power boost adds 500 health!
they nerfed the boost tho and i have no idea why. it wasn't game breaking or anything it is just as good as a doc buff. i use power boost now and it does nothing. i heard it doesnt increase your health at all unless u have 2500 health or less which is lame. anyways i found tka to be not fun at all in the CU, respeced to master smuggler/commando and i'm liking that.
I have 3100 Health. With PowerBoost, it takes me up to 3600. One day since CU, it didn't work, but every other day it has worked fine.
Zodiac-B
Wed May 04, 2005 2:02 pm
#8
Saleskawa wrote:
how much damage can tkm do now? i can do 120 with unarmed 4?????
All depends on you. Do you wanna dish it out and laugh at them as they try to hit you? There is no 1 perfect combat prof anymore, only the best combos of prof. I'm TKM / M. Swords which works best with my fighting style. I don't like taking thedamage as a riflemanwhilealways looking for the Stim D. TKM is great for defense, Swords is best for dishing out the damage (melee). I have jumped on the bandwagon and have grouped the last 3 nights. As a Tank, you don't need to do damage, your job is to keep the mob in one place while your group takes it out. All you have to do is get one hit in and you get full xp. If you're Swords as well, then you help your grouptake it down faster. I like that style of play, but it's not for everyone. I like the additional strategy the Tank has over the group because if the group doesn't follow the Tank's lead, they die.
Message Edited by Zodiac-B on 05-04-2005 02:04 PM
Starson
Wed May 04, 2005 2:17 pm
#9
Well another side of the coin, I loved it before the cu and still after the cu. I also am a Ranger, so with Mask scent (Camo when they get it working), and traps, I can still do my ranger missions solonp. Its seems I am get'n about the same xp (not counting the 2x week) as I did before the cu. As stated above, we are still very much the tank, in group I ninja up to a target. I engage then the ranged boy's light 'em up. It works great and the group is the way to get xp fast. I will still be a solo RangerI allwayshavebeen, I just have to stay within my lvl. Solo will be slow, but I have never been a grinder.
dashx2525
Wed May 04, 2005 2:35 pm
#10
Zodiac-B wrote:
dashx2525 wrote:
sanmonroe wrote:
- Power boost adds 500 health!
they nerfed the boost tho and i have no idea why. it wasn't game breaking or anything it is just as good as a doc buff. i use power boost now and it does nothing. i heard it doesnt increase your health at all unless u have 2500 health or less which is lame. anyways i found tka to be not fun at all in the CU, respeced to master smuggler/commando and i'm liking that.
I have 3100 Health. With PowerBoost, it takes me up to 3600. One day since CU, it didn't work, but every other day it has worked fine.
maybe they fixed it then. if they did than thats good
sanmonroe
Thu May 05, 2005 12:46 am
#11
dashx2525 wrote:
sanmonroe wrote:
- Power boost adds 500 health!
they nerfed the boost tho and i have no idea why. it wasn't game breaking or anything it is just as good as a doc buff. i use power boost now and it does nothing. i heard it doesnt increase your health at all unless u have 2500 health or less which is lame. anyways i found tka to be not fun at all in the CU, respeced to master smuggler/commando and i'm liking that.
When? It was working for me last night.
Are you getting the bug where you get an error when trying to use it? Click it 5 or 6 times and eventually it will work.
nihileight
Thu May 05, 2005 12:50 am
#12
sanmonroe wrote:
--- In other words, you can easily take the attacks from 3 or 4 creatures while your damage dealers tear them up one by one. You are a TANK
I disagree, 2 is the most I've been able to go toe to toe with. And holding agro is a b!tch if more than one creature gets attacked.
sanmonroe
Thu May 05, 2005 12:53 am
#13
nihileight wrote:
sanmonroe wrote:
--- In other words, you can easily take the attacks from 3 or 4 creatures while your damage dealers tear them up one by one. You are a TANK
I disagree, 2 is the most I've been able to go toe to toe with. And holding agro is a b!tch if more than one creature gets attacked.
You do need a healer. They can toss minor heals and keep you going no problem without stealing aggro.
Plus you need group members that are not retarded and know how to assist. Sadly there are very very few of these due to the joke SWG has been for the last year with solo groups.
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