Teras Kasi Archive

Thread: TKA ideas.

maRRsTu
Tue Jul 19, 2005 6:27 am
#1

Teras Kasi Artist,

Some things I think that would help us out a long way. I am going to try and keep this short.

The Devs want us to be a tank, so be it. Right now anyone with SLICED battle armor and 0/0/1/0 TKA can tank better then we can.

Improved COB should be moved way up in our skill tree.

We should also have something that makes us better at tanking. In my opinion Inate armor CAs is the best way to go. This is because they will be rare (Try looting a specific CA and you would know), therefore they will be expensive and compensate in some sort of way of not needing to buy armor.

We also need a much better taunt. I can not hold a agro. It is silly that we the supposed best tanks cant hold a agro. I feel like picking up bacta spray so I could actually tank.



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Ocidry
Tue Jul 19, 2005 10:11 am
#2


Leave CoB where it is, however, give us CoB mods like we had pre cu, maybe giving an addition 100 def. Rewarding us for having more tk skills

Allow armorsmiths to make a kind of Innate TK armor ampilifier, maybe boosting all of it by 500-1000?

Yes and we need a better taunt, and an area taunt. OR they can increase our DPS so the mosters will be more likely to attack us. When i was a pistoleer i could tank better with my pistol then my fists.


Or an ability when activated it constantally taunts all enemys in about 5-10 meters. It would last about 10 seconds and recharge quickly.

Oh yea, make HALF of the unarmed damge and speed mods stack with a weapon. That would help us so much, and almost bring usmake to the former tk glory.

Message Edited by Ocidry on 07-19-2005 10:11 AM



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Ocidry
Tue Jul 19, 2005 1:11 pm
#3


Good Ideas. I would like to say something that makes little to non since it the swordsman tree????


Swordsman are suppose to the the idea melee damage dealers correct? So why do they get an area taunt that works better then a tersi kai's taunt that doesnt work and our role is tanking in the cu????? /sigh. the devs arent to bright when it comes to tk.





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maRRsTu
Tue Jul 19, 2005 8:48 pm
#4



O_Shua wrote:
Things I think should change for TKA to help us tank better.

- Remove those Taunt Bonus from 0040 Tier. Replace them with an attack or somthing useful. A spin attack (not as good as Pikeman) would be great for us to hold agro.

- Give Improved Taunt at 0002 Instead of a Taunt Bonus.

- Give Advanced Taunt at 0004 instead of a Taunt Bonus.

- Basic Taunt (Given at Novice Brawler) would hold an agro for 5 seconds at least (just a number).

- Impr. Taunt for 7-10 seconds at least (again, I'm just spitting numbers so you get an idea).

- Adv. Taunt 15 seconds of agro.

- Give us an area taunt (not always as good as Swordsman) so we can get more people to attack us.

- All taunts in general (TKA, Swordsman, Brawler) should have a shorter round time so we can use it more often IN ORDER TO HOLD AGRO.

This is just a few suggerstions.

EDIT: Notice that Nowhere did I say that we should get more damage. Swordsman was supposed to do the most damage out of the melee professions. TKA should simply be the best at getting and maintaining agro as well as shrugging off damage and dodging it.
A spin attack and an area taunt would be GREAT for us, but, these effects must NOT overpower the Spin Attack from Pikeman nor the Area Taunt from Swordsman. Instead, call it Whirl Attack that does the same thing, but does less damage than an Impr. Spin attack, and Zone Taunt that does the same thing, but a little less effective than Impr. Area Taunt.

Message Edited by O_Shua on 07-19-2005 03:32 PM





Exactly if you give us some way to get better innate armor through loots quests or even maby loot schem. And give us a welll needed taunt I would be happy. We are not suppose to deal damage we are tanks. Nothing realy sets us apart if you take away COB which is a low level skill



=-Marrstu Taglee-=


-=Master of Nothing=-






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GalacticBulge
Tue Jul 19, 2005 10:22 pm
#5

Here's an idea tossed around often:

At the TK Master box, give us the ability to fire CoB while moving.




||||||||||||||||||||
Narsil Anduril:
Teras Kasi Master - Master Brawler - Master Swordsman - Pikeman 0/4/4/3
Bria Galaxy

Ma-o Awe (hawt Twi'lek.. LEGGO MY LEKKU!):
BH 2/3/1/4 - Medic 0/0/3/0 - Rifleman 4/4/3/3 - Pistoleer 0/0/0/3
Corbantis Galaxy
||||||||||||||||||||


maRRsTu
Wed Jul 20, 2005 12:32 am
#6



Ocidry wrote:
Leave CoB where it is, however, give us CoB mods like we had pre cu, maybe giving an addition 100 def. Rewarding us for having more tk skills

Allow armorsmiths to make a kind of Innate TK armor ampilifier, maybe boosting all of it by 500-1000?

Yes and we need a better taunt, and an area taunt. OR they can increase our DPS so the mosters will be more likely to attack us. When i was a pistoleer i could tank better with my pistol then my fists.
Or an ability when activated it constantally taunts all enemys in about 5-10 meters. It would last about 10 seconds and recharge quickly.

Oh yea, make HALF of the unarmed damge and speed mods stack with a weapon. That would help us so much, and almost bring us make to the former tk glory.

Message Edited by Ocidry on 07-19-2005 10:11 AM





Devs told us we are to have crap offence and good deffence. Right now Master swordsman has BETER defence (If you add COB). They have sword flurry which stacks with COB. (We need master swordsman to get advanced sword flurry).



=-Marrstu Taglee-=


-=Master of Nothing=-






Please drop off all auction winnings at -870 -3421, Correllia.


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O_Shua
Wed Jul 20, 2005 12:47 am
#7

Things I think should change for TKA to help us tank better.

- Remove those Taunt Bonus from 0040 Tier. Replace them with an attack or somthing useful. A spin attack (not as good as Pikeman) would be great for us to hold agro.

- Give Improved Taunt at 0002 Instead of a Taunt Bonus.

- Give Advanced Taunt at 0004 instead of a Taunt Bonus.

- Basic Taunt (Given at Novice Brawler) would hold an agro for 5 seconds at least (just a number).

- Impr. Taunt for 7-10 seconds at least (again, I'm just spitting numbers so you get an idea).

- Adv. Taunt 15 seconds of agro.

- Give us an area taunt (not always as good as Swordsman) so we can get more people to attack us.

- All taunts in general (TKA, Swordsman, Brawler) should have a shorter round time so we can use it more often IN ORDER TO HOLD AGRO.

This is just a few suggerstions.

EDIT: Notice that Nowhere did I say that we should get more damage. Swordsman was supposed to do the most damage out of the melee professions. TKA should simply be the best at getting and maintaining agro as well as shrugging off damage and dodging it.
A spin attack and an area taunt would be GREAT for us, but, these effects must NOT overpower the Spin Attack from Pikeman nor the Area Taunt from Swordsman. Instead, call it Whirl Attack that does the same thing, but does less damage than an Impr. Spin attack, and Zone Taunt that does the same thing, but a little less effective than Impr. Area Taunt.

Message Edited by O_Shua on 07-19-2005 03:32 PM



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maRRsTu
Wed Jul 20, 2005 1:11 pm
#8



GalacticBulge wrote:
Here's an idea tossed around often:

At the TK Master box, give us the ability to fire CoB while moving.





That would make me a happy TKM.



=-Marrstu Taglee-=


-=Master of Nothing=-






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Melakum
Wed Jul 20, 2005 4:51 pm
#9

EVERYONE IS CORRECT, WE NEED SOME LOVE lol





Melakum
Master Spy
Former Teras Kasi Master

Elder Player (Pre-Order, Pre-Publish Six, Pre CU, Pre NGE, and still here)

Master Spy -JKO-

-JKO-
maRRsTu
Thu Jul 21, 2005 10:28 am
#10

/love self

Does that count?



=-Marrstu Taglee-=


-=Master of Nothing=-






Please drop off all auction winnings at -870 -3421, Correllia.


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Purefear
Thu Jul 21, 2005 10:35 am
#11

TKM/Swordsman/doctor 4000 i think is the best tanking template. I can hold agro without a problem and healers dont have to really worry about healing me. Also I have high damage output which helps keep agro on me. So if you look at it this way: Taunt + Area Taunt + Healing + Damage = More agro then anyone else in the game can create... I can pull agro off of anyone, i dont care what they did. Even Combat medics with bacta spray.



Asylum's are for the sane. It is the insane that rule the world, this world of destruction, and in this insane world the sane seem confused. - Me

"Jedi are Keepers of the Peace not Soldiers." - Star Wars II: Attack of the Clones - Mace Windu

Aspibrii Hilesopa
Purefear
Thu Jul 21, 2005 10:53 am
#12


About taunt, I dont think you guys realize how it actually works. Taunt is not made so that it holds agro for x ammount of seconds. Instead what taunt doesis move you up what is called the "Agro List" or whatever you wanna call it.


For Example:


Let us say that you have four people in your group. Tim, John, Sally, and Bill. Tim is the TKM, John is the healer, Sally is a Swordsman, and Bill is a rifleman. Now lets just assume thatJohn really doesnt have to heal his group very much so he gets a low agro rating. Bill and Sally are doing about the same damage and building up agro equally.... but just for argument sake lets say that Bill is out damaging Sally. Then of course we have Tim who is the TKM and we all know how little damage he does. So now let us look at the "Agro List" of the mob they are attacking.


The agro list would look kinda like this


1)Bill


2)Sally


3)John


4)Tim


That is the order in which the mob would attack each player (if bill died the mob would turn to Sally if John never healed to build up Agro). At any time one of the other Players could do enough damage or heal enough damge to move up the "Agro List."


Now let us say that Tim wants to get the mob off of Bill so he uses taunt. Now, what taunt actually does is it moves Tim up to the top of the list of agro (assuming of course that you have the best taunt). Now this does not mean that one of the other playerswon't do enough damage to move back up to the top of the list.


If Tim taunted the list would be rearanged as so:


1)Tim


2)Bill


3)Sally


4)John


Ok, now Tim has the mob on him, now comes the problem with the single taunt that TKM's get. Bill and Sally are still doing more damage then Tim and Tim's taunt has a VERY LONG cooldown timmer. So the mob again turns to Bill because he is doing enough damage to move back up the "Agro List," while Tim is moving down because he is not doing enough damage. The real way to solve the problem of holding agro (single mob) for TKM is to make the taunt have a quick cooldown timmer so you can use taunt more often. If it did have a quick cooldown timmer, then a TKM should not have a problem holdiing the agro.


Now i know alot of you want an Area Taunt for TKM, but i think the reason why the Dev's put it in the Swordsman tree instead of the TKM tree is because they wanted people to mix and match classes to become more effective in the goal they wanted to reach. That is also why you do not get level 80 by mastering only one combat proffession. But if you get Master TKM / MasterSwordsman / Master Fencer you would be a very nasty Tank, for groups that is. Tanks are for grouping, not for soloing.





Asylum's are for the sane. It is the insane that rule the world, this world of destruction, and in this insane world the sane seem confused. - Me

"Jedi are Keepers of the Peace not Soldiers." - Star Wars II: Attack of the Clones - Mace Windu

Aspibrii Hilesopa
maRRsTu
Thu Jul 21, 2005 11:02 am
#13



Purefear wrote:

About taunt, I dont think you guys realize how it actually works. Taunt is not made so that it holds agro for x ammount of seconds. Instead what taunt does is move you up what is called the "Agro List" or whatever you wanna call it.

For Example:

Let us say that you have four people in your group. Tim, John, Sally, and Bill. Tim is the TKM, John is the healer, Sally is a Swordsman, and Bill is a rifleman. Now lets just assume that John really doesnt have to heal his group very much so he gets a low agro rating. Bill and Sally are doing about the same damage and building up agro equally.... but just for argument sake lets say that Bill is out damaging Sally. Then of course we have Tim who is the TKM and we all know how little damage he does. So now let us look at the "Agro List" of the mob they are attacking.

The agro list would look kinda like this

1)Bill

2)Sally

3)John

4)Tim

That is the order in which the mob would attack each player (if bill died the mob would turn to Sally if John never healed to build up Agro). At any time one of the other Players could do enough damage or heal enough damge to move up the "Agro List."

Now let us say that Tim wants to get the mob off of Bill so he uses taunt. Now, what taunt actually does is it moves Tim up to the top of the list of agro (assuming of course that you have the best taunt). Now this does not mean that one of the other players won't do enough damage to move back up to the top of the list.

If Tim taunted the list would be rearanged as so:

1)Tim

2)Bill

3)Sally

4)John

Ok, now Tim has the mob on him, now comes the problem with the single taunt that TKM's get. Bill and Sally are still doing more damage then Tim and Tim's taunt has a VERY LONG cooldown timmer. So the mob again turns to Bill because he is doing enough damage to move back up the "Agro List," while Tim is moving down because he is not doing enough damage. The real way to solve the problem of holding agro (single mob) for TKM is to make the taunt have a quick cooldown timmer so you can use taunt more often. If it did have a quick cooldown timmer, then a TKM should not have a problem holdiing the agro.

Now i know alot of you want an Area Taunt for TKM, but i think the reason why the Dev's put it in the Swordsman tree instead of the TKM tree is because they wanted people to mix and match classes to become more effective in the goal they wanted to reach. That is also why you do not get level 80 by mastering only one combat proffession. But if you get Master TKM / MasterSwordsman / Master Fencer you would be a very nasty Tank, for groups that is. Tanks are for grouping, not for soloing.






If that is the case the taunt timmer is to long and it is true that other melee class taunts apear to be more effective.



=-Marrstu Taglee-=


-=Master of Nothing=-






Please drop off all auction winnings at -870 -3421, Correllia.


Check out MaRRsTu's shop at Universal Mall, Corellia


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