Teras Kasi Archive

Thread: Innate Armor and Defence...is it worth the inflict damage loss?

WarWidow
Fri May 20, 2005 9:20 am
#1

I am Master TK/Master Pike/Doc 4000.

Bacta Infusion, COB, Intimidate, Warcry, and Innate Armor are all great at keeping you alive while you assault your opponent...but when this combo is looked at for offence, the questions begin.

The easiest choice would be to dump Doctor and add Sword/Fencer skills. But after testing templates, the damage is great, but after a long combat run, Ruby-drink and 1200 stim d's every 30 seconds won't keep you alive if over mobbed or rooted with a 1000 damage rifle popping you in the head.

The outlook to judge is, could defence be a good offence?
Don't get me wrong. MTK with COB and Innate armor is great. BUT, Assault armor is reaching 8000+ Kinetic protection, defence clothes are getting better, and defence food is reaching 100+ melee/ranged protection at over 10 minutes. So, how long before the 60% protective ability of Innate is over shadowed by other means? Plus, once you give up armor, finding good CA's to help your template will bring many players to the poor house!
My one prime point to keep this would be no longer having armor decay.

So is mixing two prime defence classes worth it? Melee was balanced to be weaker to a point then ranged. Makes sence, no arguments here. So do we take our healing and defence abilities with hopes of mainly being crowd control meat shields or do you take the chances and go for offence?

Except for damage and stat attacks, Sword and Fencer don't provide the unique abilities of Pike and MTK. But do are unique abilities really do the job compared to the others?
Is Intimidate/Warcry/Dizzy really better for our attacks then Advanced Armor Break/Berzerk/Bleed? Pike/MTK weapons are weaker then Sword/Fencer that I have seen. Even with Improve Impale and a 1000 damage VL, its seems attacks still take a long time. It also seems many TK weapons are buggy.

Whats tests have you seen? Was dropping Master Brawler and Parry Rispote worth the Doctor healing? What happens when crafters figure out how to reach stim d's over 1500+? Crafters adapt and learn to be the best they can when pushed to the test. When supplies and technology get better in the coming months, will the pike/mtk professions really be the tanks that we where made into?

What crowd are we controling if our damage is low and we are rooted from range? Is defence to a point a thing of the past?

Post your advice or views.





Seita: "The Iron Maiden" Loyal Imperial Panzer.
Shadmare: old school Master Creature Handler (semi-retired).

3+ year Scylla veteran (8/03). Vanguard here I come!
Served: LOD/MOD/MODSF/AEDI/DTOS/KV
SettingSun
Fri May 20, 2005 5:22 pm
#2






WarWidow wrote:
I am Master TK/Master Pike/Doc 4000.

Bacta Infusion, COB, Intimidate, Warcry, and Innate Armor are all great at keeping you alive while you assault your opponent...but when this combo is looked at for offence, the questions begin.

The easiest choice would be to dump Doctor and add Sword/Fencer skills. But after testing templates, the damage is great, but after a long combat run, Ruby-drink and 1200 stim d's every 30 seconds won't keep you alive if over mobbed or rooted with a 1000 damage rifle popping you in the head.

The outlook to judge is, could defence be a good offence?
Don't get me wrong. MTK with COB and Innate armor is great. BUT, Assault armor is reaching 8000+ Kinetic protection, defence clothes are getting better, and defence food is reaching 100+ melee/ranged protection at over 10 minutes. So, how long before the 60% protective ability of Innate is over shadowed by other means? Plus, once you give up armor, finding good CA's to help your template will bring many players to the poor house!
My one prime point to keep this would be no longer having armor decay.

So is mixing two prime defence classes worth it? Melee was balanced to be weaker to a point then ranged. Makes sence, no arguments here. So do we take our healing and defence abilities with hopes of mainly being crowd control meat shields or do you take the chances and go for offence?

Except for damage and stat attacks, Sword and Fencer don't provide the unique abilities of Pike and MTK. But do are unique abilities really do the job compared to the others?
Is Intimidate/Warcry/Dizzy really better for our attacks then Advanced Armor Break/Berzerk/Bleed? Pike/MTK weapons are weaker then Sword/Fencer that I have seen. Even with Improve Impale and a 1000 damage VL, its seems attacks still take a long time. It also seems many TK weapons are buggy.

Whats tests have you seen? Was dropping Master Brawler and Parry Rispote worth the Doctor healing? What happens when crafters figure out how to reach stim d's over 1500+? Crafters adapt and learn to be the best they can when pushed to the test. When supplies and technology get better in the coming months, will the pike/mtk professions really be the tanks that we where made into?

What crowd are we controling if our damage is low and we are rooted from range? Is defence to a point a thing of the past?

Post your advice or views.





Defense in melee is a joke right now, which is why so many turn to CoB and Healing. Defense is not the problem, crappy defense is.


Why does it make sense that range does more damage than melee? Range has range. Then they give it the best crowd controls and they give it great damage? Range can get good defense and with disminishing returns having better defense doesn't mean much and they can wear any armor type.

Why anyone is melee is a shock to me.
Romonov
Sat May 21, 2005 10:30 pm
#3


"Why anyone is melee is a shock to me."

I'm melee because knocking someone down from 40 meters away and then usinga movement reduction attackand advanced critical shot over and over is cowardly, at least in my opinion. Plus it's more fun, more challenging, and I just think it looks cooler running towards your enemythan running from your enemy. But like I said, that's just my opinion. Don't get offended.
rayshaun103
Sun May 22, 2005 11:50 am
#4






Romonov wrote:


"Why anyone is melee is a shock to me."

I'm melee because knocking someone down from 40 meters away and then usinga movement reduction attackand advanced critical shot over and over is cowardly, at least in my opinion. Plus it's more fun, more challenging, and I just think it looks cooler running towards your enemythan running from your enemy. But like I said, that's just my opinion. Don't get offended.





I totally agree with you. We melee are definately the warriors of the game. I'm not sure that I would go far enough to call the ranged professions cowards, but we are definately a different breed that prefers to run to the fight and not away. Me personally I love melee. There's nothing quite like being right in the middle when things go down. This is waaay off the post subject. My bad.



Kiante Brihi
He's more than just a pilot. He's a pilot that'll whoop yo azz

(Brought to you and paid for by the Rebel Alliance)
SilverZephyr
Sun May 22, 2005 1:04 pm
#5

to answer ur question (and not get off topic about who's a coward or not) lets examine the DEFENSE system.


right now (this is fueled by the testing of others, not just mine) defense becomes redundant at about 240, meaning that anything above that is "wasted" (its not accually wasted, but read th eother forums to see what i mean).now, numbers DO help, but even with CoB (which add 500 to ur defense!!!) i rarely avoid damage from the creatures/players that can hit me. if they are of high enough lvl to deal me damage, than they will. now, i do have some suggestions on how to best utilize ur melee.


im TKM, master sword, pike 0440, and master brawler. im preaty tough to kill if in a group, and not too shabby at PvP. without any mods (i mean NAKED and with no CoB) my melee def is 300 even. with CoB its 800. now im a great player to have in a group, but im not what i consider to be the "ideal" melee....if u dont waste points on FS stuff (this time i do mean WASTE), u will have exactly enough (i think lol) to take TKM, master sword, master brawler, and pike 3440. now, this added pikeman tree will give u the advantage of useing advanced sweep attack (a skill that has a huge chance of knocking down EVERY opponent in ur range) this is great! as it will free up ur groupies from taking the hits when AREA TAUNT refuse to work (@&%$%#ing BUGS!!!!!). its also better becauseur enemiesare laying there instead of hitting u!! im not a fan of fencer, because i get the bleed and dizzy from other places. and sword is a must if u want to fix that damage problem and increase ur attack spd.


now, this is assuming that i like to be a tank, and that the group has a halfway decesnt healer (even a mid-lvl medic gives me enough support that i can do my job).


keep in mind as well that melee is bugged bad right now (melee range, weapons, speed, etc...). also, the devs have given us the OPTION of using unarmed weapons (somthing people arn't realizing). since the CU, my unarmed damage DOES NOT stack with the damage of a VK. its cool this way because i CAN fight (and dress)like the classic monk character of RPG history. its set up so that the VKs u can use get better as ur unarmed damage goes up, so ur not losing/gaining anything by using/not using one (now, if a TKM uses a low lvl VK, his damage will drop)


***one other thing...im not sure if i understood what u said about initiate armour, but as i understand it, it acts like a sort of "damage reduction". so at master u automatically negate 60 points of damage (that would be DR 60/- for u fellow geeks ). please if someone knows differently id be happy to hear it, but thats what i got from reading Initiate armour's defenitions in all the official sources.


hope this helps!!


*******as i said before these defense tests should be credited to other players, not just myself. they are too many to recognize here, but read the other forums for more indepth testing results*****



Kegra (ahazi)



Kegra Nightbeam
League Against Imperial Rule
LAIR Militia


"For those who would stand against the weight of a Universe to rise but one step further over its horizon."
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