Teras Kasi Archive
Thread: TKM My findings so far after about 6 Months Weaknessess & Strengths
Message Edited by MackAgp on 12-17-2004 06:17 PM
Let me elaborate:
You have 92 Skillpoints invested into TKA if you are a Master (which you state, so i say that is a given). That leaves 158 skillpoints unused if you are solely a TKM (which I doubt you have no other skills, but I would say it is possible). Now, this is a profession-based instead of class-based game, so you are now able to choose what else to spend those points on. If you are unable to do damage like a Swordsman, wouldn't it make sense to take up Swordsman to be able to? I mean, realistically, every profession should have strengths and weaknesses that allow you to choose what best suits your individual style, so that would make sense to me.
If we were limited to strictly being one class I could understand the desire to be like everyone else a lot quicker than having the freedom to pick and choose as we do now, but that gets into another topic.
So I return to my question, what does your post, or more to the point rather: what do you, intend to accomplish by listing things you are aggravated with under the guise of a detailed analysis of the profession after six months of play? Normally I wouldn't respond and just see if the thread garners many posts or simply dies off like so many others, but the title of the thread made me look with an expectation. That expectation was a constructive post, and not a rant, so I figured I would simply come in and ask what goal you were reaching for.
I sincerely intend no offense, merely curiosity.
Ryutek wrote:
Just out of curiosity, what do you hope to accomplish with this post? I'm not trying to sound gruff/mean/silly/however else that may be interpreted, just curious.
Let me elaborate:
You have 92 Skillpoints invested into TKA if you are a Master (which you state, so i say that is a given). That leaves 158 skillpoints unused if you are solely a TKM (which I doubt you have no other skills, but I would say it is possible). Now, this is a profession-based instead of class-based game, so you are now able to choose what else to spend those points on. If you are unable to do damage like a Swordsman, wouldn't it make sense to take up Swordsman to be able to? I mean, realistically, every profession should have strengths and weaknesses that allow you to choose what best suits your individual style, so that would make sense to me.
If we were limited to strictly being one class I could understand the desire to be like everyone else a lot quicker than having the freedom to pick and choose as we do now, but that gets into another topic.
So I return to my question, what does your post, or more to the point rather: what do you, intend to accomplish by listing things you are aggravated with under the guise of a detailed analysis of the profession after six months of play? Normally I wouldn't respond and just see if the thread garners many posts or simply dies off like so many others, but the title of the thread made me look with an expectation. That expectation was a constructive post, and not a rant, so I figured I would simply come in and ask what goal you were reaching for.
I sincerely intend no offense, merely curiosity.
here here....
what Ryutek (/bow4) states is very true.
you get somthing else to comliment your toon. if you are a crafting type that is taking up TKA to give a little combat, then i can understand where you observations are coming from. TKA does have its strengths and weaknesses. it is fairly balanced in that respect. that is what makes it so cool. every profession is like this (some worse than others). our only options are to add skills to compliment or (if skillpoints are scarce) group with those that have the skills we don't.
MackAgp wrote:Like your disclaimer btw ! lol
Sorry if i sounded so negative in my 1st post, but i was writing it whilst at work.
As you say, we should be able to at least be able to pick a fight with an NS elder (even if it will take some time), but as you can see from my template on this char i'm talking about, TKM is the only combat skills he has. Which alone make him great for a lot of things ( I know that lol) it just seems a shame some things are out of my reach (don't get me wrong i don't expect to be able to solo the DWB) lol
Thanks for your reply Ryutek, I may consider changing my template slightly - not sure in which way yet, as i am between a rock and a hard place with MD needing Master medic (i think there are few left that need a master of a novice for a master of an elite)
Again, sorry for being vague 1st time round, but it's nice to get constructive posts that don't flame straight away for an opinion but ask for a reason as to why first. (not everybody can express what they mean first time lol)
No worries at all. Your post made me curious
The nice thing about keeping your Doc/TKM template, however, is that you can pretty much tank indefinitely due to great heals and healing states if you need to. I guarantee you'll end up missing that (well, and self-buff ability), but that is definitely a route to take.
Feel free to contribute any time. The Community here is, normally, quite capable of being constructive. Yet another reason I'm proud to be a TK
**DISCLAIMER**
Everything I provide here is strictly my observation and view as a Player. I do not have any way of knowing if my assumptions/opinions are correct with regards to the SOE Development Team, so please do not think I am speaking for them.
**DISCLAIMER**
Assumptions:
While I agree the issue of 100% resists is one that needs to be addressed, I really think that sorts out most of the issue. Honestly a complete resistance to a damage type, at least to me, represents a design flaw. It should never have been that way, and unfortunately was.
Other than that, however, I think the goal may have been for TKs to be more defensive in comparison to other professions. After all, we do fight unarmed in a world where weapons rule. This would be the second assumption I work from here.
Response:
I'm glad it was not intended as a rant, and your second post here definitely clarifies what you were meaning, which makes it easier for me to respond
The TK Profession, though lacking in offensive power against some mobs, is highly effective in general. I would love to be able to damage SBDs and Nightsister Elders, and I think we should be able to. The ability to heavily damage them, however, I feel should not necessarily be given to us. Part of the difficulty in a Profession-Based game is deciding what to pursue and achieving those results through skillpoint expenditure. The mindset in MMOs, however, is to have a class that you dedicate to without the thought of "dabbling" in other professions. This is where we are in the unique position of being able to play the profession we truly enjoy, and enhance our offensive or defensive capabilities with another profession we like.
Realistically, as long as 100% resists are in the game you will still have grievances such as those listed in your post. no Combat Profession should be unable to damage an opponent at all. In addition, no single Combat Profession should be able to do all of the damage to an opponent either. This is where I hope the Combat Upgrade succeeds and brings a fun, dynamic system into the game. (And no, I won't give any details at this time).
The problems you are facing are those that everyone has struggled with, and those are the problems we hope to see erased in the imminent year. Unfortunately, the only advice I can give at this time is to try changing your template slightly for more offensive capabilities, or to simply not take on the high level content without a group and enjoy the social interaction it provides.
By the way, very nice followup post
Ryutek wrote:
**DISCLAIMER**
Everything I provide here is strictly my observation and view as a Player. I do not have any way of knowing if my assumptions/opinions are correct with regards to the SOE Development Team, so please do not think I am speaking for them.
**DISCLAIMER**
Assumptions:
While I agree the issue of 100% resists is one that needs to be addressed, I really think that sorts out most of the issue. Honestly a complete resistance to a damage type, at least to me, represents a design flaw. It should never have been that way, and unfortunately was.
Other than that, however, I think the goal may have been for TKs to be more defensive in comparison to other professions. After all, we do fight unarmed in a world where weapons rule. This would be the second assumption I work from here.
Response:
I'm glad it was not intended as a rant, and your second post here definitely clarifies what you were meaning, which makes it easier for me to respond
The TK Profession, though lacking in offensive power against some mobs, is highly effective in general. I would love to be able to damage SBDs and Nightsister Elders, and I think we should be able to. The ability to heavily damage them, however, I feel should not necessarily be given to us. Part of the difficulty in a Profession-Based game is deciding what to pursue and achieving those results through skillpoint expenditure. The mindset in MMOs, however, is to have a class that you dedicate to without the thought of "dabbling" in other professions. This is where we are in the unique position of being able to play the profession we truly enjoy, and enhance our offensive or defensive capabilities with another profession we like.
Realistically, as long as 100% resists are in the game you will still have grievances such as those listed in your post. no Combat Profession should be unable to damage an opponent at all. In addition, no single Combat Profession should be able to do all of the damage to an opponent either. This is where I hope the Combat Upgrade succeeds and brings a fun, dynamic system into the game. (And no, I won't give any details at this time).
The problems you are facing are those that everyone has struggled with, and those are the problems we hope to see erased in the imminent year. Unfortunately, the only advice I can give at this time is to try changing your template slightly for more offensive capabilities, or to simply not take on the high level content without a group and enjoy the social interaction it provides.
By the way, very nice followup post
Like your disclaimer btw ! lol
Sorry if i sounded so negative in my 1st post, but i was writing it whilst at work.
As you say, we should be able to at least be able to pick a fight with an NS elder (even if it will take some time), but as you can see from my template on this char i'm talking about, TKM is the only combat skills he has. Which alone make him great for a lot of things ( I know that lol) it just seems a shame some things are out of my reach (don't get me wrong i don't expect to be able to solo the DWB) lol
Thanks for your reply Ryutek, I may consider changing my template slightly - not sure in which way yet, as i am between a rock and a hard place with MD needing Master medic (i think there are few left that need a master of a novice for a master of an elite)
Again, sorry for being vague 1st time round, but it's nice to get constructive posts that don't flame straight away for an opinion but ask for a reason as to why first. (not everybody can express what they mean first time lol)
Carbine Speed +5
Combat Equilibrium +55
Counterattack +110
Defense Vs. Blind +60
Defense Vs. Dizzy +65
Defense Vs. Intimidate +20
Defense Vs. Knockdown +115
Defense Vs. Posture Change (Down) +80
Defense Vs. Stun +105
Defensive Acuity +96
Dodge +25
Meditate +100
Melee Defense +97
One-handed Center Of Being Duration +24
One-handed Melee Center Of Being Efficacy +90
One-handed Melee Toughness +24
One-handed Weapon Accuracy +70
One-handed Weapon Speed +60
Pistol Accuracy +55
Pistol Speed +30
Polearm Accuracy +10
Polearm Center Of Being Duration +5
Polearm Center Of Being Efficacy +10
Polearm Speed +5
Ranged Defense +77
Rifle Accuracy +10
Rifle Speed +5
Taunt +10
Two-handed Melee Accuracy +130
Two-handed melee Center of Being +31
Two-handed Melee Center Of Being Efficacy +120
Two-handed Melee Speed +75
Two-handed Melee Toughness +43
Unarmed Accuracy +205
Unarmed Center Of Being Duration +30
Unarmed Center Of Being Efficacy +105
Unarmed Damage +250
Unarmed Speed +115
Unarmed Toughness +57
MackAgp wrote:
Ryutek - Having thought about it a bit - How would you rate the following template then
Master TKA
Master Swords
Brawler 4-4-4-0
Fencer 0-3-0-0
Marksman 0-4-0-0
Pistoleer 0-0-4-0
Which gives (thanks to kodan's char calc)
Carbine Accuracy +10
Carbine Speed +5
Combat Equilibrium +55
Counterattack +110
Defense Vs. Blind +60
Defense Vs. Dizzy +65
Defense Vs. Intimidate +20
Defense Vs. Knockdown +115
Defense Vs. Posture Change (Down) +80
Defense Vs. Stun +105
Defensive Acuity +96
Dodge +25
Meditate +100
Melee Defense +97
One-handed Center Of Being Duration +24
One-handed Melee Center Of Being Efficacy +90
One-handed Melee Toughness +24
One-handed Weapon Accuracy +70
One-handed Weapon Speed +60
Pistol Accuracy +55
Pistol Speed +30
Polearm Accuracy +10
Polearm Center Of Being Duration +5
Polearm Center Of Being Efficacy +10
Polearm Speed +5
Ranged Defense +77
Rifle Accuracy +10
Rifle Speed +5
Taunt +10
Two-handed Melee Accuracy +130
Two-handed melee Center of Being +31
Two-handed Melee Center Of Being Efficacy +120
Two-handed Melee Speed +75
Two-handed Melee Toughness +43
Unarmed Accuracy +205
Unarmed Center Of Being Duration +30
Unarmed Center Of Being Efficacy +105
Unarmed Damage +250
Unarmed Speed +115
Unarmed Toughness +57
Or would you recommend trying to factor some medic in there (i find i don't need stims much) (29 points for 0-0-4-0) ?
I've guess this is quite a defence stacking template, So has anybody tried similar ? - will this have a negative effect when the CU appears ?
Combat Equilibrium+55
Defense Acuity+96
Defense vs Dizzy+35
Defense vs Knockdown+95
Defense vs Stun+65
Injury Treatment+5
Intimidation+20
Medicine Assembly+10
Medicine Use+5
Melee Defense+102
One-handed Melee Toughness+29
One-handed Weapon Center of being duration+31
One-handed Weapon Speed+85
Polearm Center of being duration+17
Polearm Speed+30
Ranged Defense+80
Two-handed Melee Accuracy+135
Two-handed melee Center of being efficacy+120
Two-handed Melee Toughness+48
Unarmed Center of being+10
Unarmed Center of being efficacy+90
Unarmed Speed+120
Warcry+20
MackAgp wrote:Ryutek - Having thought about it a bit - How would you rate the following template thenMaster TKAMaster SwordsBrawler 4-4-4-0Fencer 0-3-0-0Marksman 0-4-0-0Pistoleer 0-0-4-0*SNIP*Or would you recommend trying to factor some medic in there (i find i don't need stims much) (29 points for 0-0-4-0) ?I've guess this is quite a defence stacking template, So has anybody tried similar ? - will this have a negative effect when the CU appears ?
Overall it is a nice template, though you might find you achieve a little better results choosing between Fencer and Pistoleer depending on what defenses are important to you, or on whether you want to use those professions effectively. My view on templates has always been to try something and see how well it works for your playstyle though, so it is tough to call.
Medic is a toss-up. I dropped all Medic skills for a long time, then picked novice back up when I went TKM/Ranger as I now predominantly play unbuffed. I don't recommend or not recommend Medic, as that one definitely comes down to your use
With the CU everything that is known to those in the "Sandbox Tester Group" are under NDA, and the official information known does not say one way or another, so I'm afraid that part of your question cannot be answered at this time
*disclaimer* before i get flamed..i love TKA .. I accompany (my alt)with CM and DOC
Little-Green-Guy wrote:
WOW....his post seemed and read like as its topic indicated..."TKM - MYFINDINGS.."
He saying.....as TKM currently stands..he is useless against (most)higher end mobs while trying to damage them.
He is saying ....it is 'boring' hitting the same button over and over and over producing the same move.
He is saying...he feels as if TKM is "pretty good" against lower level mobs.
....I would say he got his point across and summed up everything accurately and If somebody was considering going to TKM they now have two like opinions (which neither of are rants).
what was wrong this post?