Teras Kasi Archive
Thread: Where would you like to see TKA?
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iijin
Sat Jun 25, 2005 8:01 am
#1
I think they basically just need to give us better offense, more damage = aggro. That is whyriflemen get B-lined as soon as they start shooting.
Daikatsu
Sat Jun 25, 2005 8:56 am
#2
Our offense is alright right now considering what we're supposed to be. However, what we need is a more efficient taunt. Healers should always be in danger of being aggro'd by any mob, it's our job to pull them back when needed. The hate system needs to put less emphasis on healing (so healing isn't being gangraped every fight, just some fights), and TKM need a Taunt that will immediatly put Hate back on us.
Our offense is fine...if anything, give us another move and that should be fine. Our defense is second to none (although I would like to see some TKM items like necklaces or belts that add to our innate armor). It's our tanking abilities that are sorely lacking, and all three systems are different and distinct.
Our offense is fine...if anything, give us another move and that should be fine. Our defense is second to none (although I would like to see some TKM items like necklaces or belts that add to our innate armor). It's our tanking abilities that are sorely lacking, and all three systems are different and distinct.
Melakum
Sat Jun 25, 2005 10:01 am
#3
Are we really outlasting other professions in anyway shape or form? Apposed to range, they can KD and kite, snare and kite, root and kite. The other melee professions seem to have gotten hit hard with a lack of unique skills for their class allowing them to survive. Sould we be as defensive as a rifleman is offensive? rediculously higher than every other profession? or are we just going to accept the fact that our job is to keep cob up while running
WE all have our complaints but i have not been able to understand how teras kasi masters in this forum are complaining about tanking when we easily out tank any profession in teh game (besides jedi defender), certain things in the CU have made us have to adapt to a style of play that we are not used to, we didnt have to chase before, we were feared and people ran when they saw a tkm, however now its tricky, but people are starting to understand that the tkm is not totally gimped. As for dealing with ranged profession, im sorry but these are just excuses for poor play, i have not lost to a ranged profession yet, mbh, master pistols, master carbines, master rifles, master commando, or any combination of the listed professions, Roots and Snares are not a threat when you have CoB running properly and you understand how to use tkm as a damage taker, and incorporate another melee profession to help it out like every other class in the game has had to do post CU, the problem is before CU we tkm didnt have to worry about another profession to really help us out in the battlefield, now we do, as does everyone else, there are very few professions that escaped the CU without a gimp on their stats and ability to do battle without a viable secondary profession. As for tanking with CoB going and a nice vegerssepine give me 4 cl 82 creatures and watch them miss time and time again and when they do hit watch their damage severly lessen because of CoB and TIA, as for pvp, riflemen have shot and have made mere scratches on me, with their 1200 max damage t21s, master bh/master pistoleers have rooted and rooted, kd and kd, but it doesnt make a difference, i will sit in root and take the damage and close the gap faster then he can get away kd armor break and do a great deal of damage due to their lack of melee defense, and if that isnt good enough hit a rifleman with armor break then a good melee strike or perhaps critical strike from swordsman and watch him beg for mercy, the point is we all had our gimps, and its unfortunate that we arent like we once were just good old tkm that could solo anything, now we must be like everyone else, combine your tkm with another melee, and add some healing (very important) pick some stim d's and ruby bliel and quit whining deal with what we have, if they fix it they fix it, if they dont then oh well, we all want it back to the way it was, i can see constructive criticism of the devs mistakes in theprofession but most of what i see is clearly just whining, lets take what we have and deal with it
Aeon_Calcos
Sat Jun 25, 2005 12:37 pm
#4
Well as days go on past the CU's release we've all seen what professions offer in comparison to their theorized stats. Riflemen taking 600 damage pot shots in pvp with their default attacks. Jedi healers spamming 1500 damage heals to take care of 80 points of damage. And tanking being reduced to stacking roots and snares... Well they said tkas would tank by avoidence... not rifleman/pistoleers who dabble in smuggler.
Since the devs seem to think that 1/2 of our abilities are defensive in nature they must be counting every single taunt bonus as an individual ability. I say we all sit around and discuss what could possibley put emphasis on the agro drawing avoidance masters we so desperately should be in this game.
A skill guaranteed to avoid a certain number of attacks
A skill used to absorb a high precentage of an attack into ones health pool
A shift in the skill center of being to not mitigate damage but avoid it
They're all logical solutions but i'd like to hear what the rest of the community thinks. Are we really outlasting other professions in anyway shape or form? Apposed to range, they can KD and kite, snare and kite, root and kite. The other melee professions seem to have gotten hit hard with a lack of unique skills for their class allowing them to survive. Sould we be as defensive as a rifleman is offensive? rediculously higher than every other profession? or are we just going to accept the fact that our job is to keep cob up while running around and tossing out a taunt that wears off almost instantly after use and offers our teammates no defineing animation to tell them to stop spamming high damage attacks? We gotta make some noise if we ever want to have a viable unique profession.
Aeon_Calcos
Sun Jun 26, 2005 4:56 am
#5
/sigh
there's being proud, and there's being unrealistic. I'm sure many tkm's have had similar experiences that you've listed. But what you're failing to realize that under the current system TKMs can not touch people who stack roots and snares. there is litterally no way to take them down unless you use a rifle while you're rooted. This is under the assumption that the ranged person you're pvping has a well put together template and knows how to play their template. In more cases than not you're not going to touch them the entire duration of the fight if they are alert and know what they're doing. Thats just a fact. A rifleman with a quality rifle ADKed with sac pups can hit for over 600 damage with your center of being "applied properly" with their default lowest SAC attack. You stack that with a root, god forbid 2 roots and a snare and tell me you're gonna close a 65 meter gap before you run out of stims or mind from heals? Pshaw 600damage every 2 seconds. that's 10seconds till death 15 seconds if youre doctor buffed and powerboosted. docs can't heal the damage that quickly, and this is without the rifleman using specials.
As far as pve goes. seems as everyone who has created a solid template has been able to solo a level 85. 86s and 87s can be taken down with a tank and another damage dealing prof no problem. But once you hit the 88+ range to the low 90s here's a summary of the differnence between a damage dealing profession and a melee tank. Ranged proffession dies in two hits. Melee dies in 3-4. Now this isn't a big deal if you got a jedi healer with you spamming 1500 heals on the tkm or the master defender.But with publish 19 you're gonna wish you hadn't taken the american voter's mentality of let's just deal with the raw deal we got and be happy with medirocracy. Tanking is going to need to be looked at again for it to have any active roll in high end pve. And to put it bluntly mitigation for tkms and even for jedi defenders isn't going to cut it in the long run.
But go ahead go group with 8 people and tank a one of those jedis outside of the MO on the little island with your outstanding tanking abilities and get back to me ... tell me how it went. Tell me how long it took for the people to say... why not just root him ? If it wasn't for high level NPCs using blasters ... we wouldn't have a use at all. And this isn't whining. This is reality.
Melakum
Sun Jun 26, 2005 11:35 am
#6
i see what you mean in term sof what we lack, what im saying is there are ways around it, i am not denying the gimps that we were handed by the CU, never in fact im in the same position as you all are as far as the gimps are concerned, we could use some more of what they promised we would be from the original combat upgrade documents, however all im saying is there are ways to win with it, while im not suggesting the acceptance of what we have, we should push for more absolutely but within reason, read the posts and youll see the same useless whining and crying for an unequal boost in our profession, we should only call for what we deserve what was promised to us, anything more, is merely just asking for an uber profession, i realize we once had this, but its not what was intended i support constructive criticism and thurough and helpful ideas being posted in the forums so mankind00 and the devs can look at our posts and find the problem rather then have to syphon through the garbage and the mere cries for a return to something we were a long time ago, plz people lets just be constructive, and as for rifleman hitting hard lol i know they do i was merely suggesting there are ways to survive and win, there always are, thats what makes us TKM we will find away to win with little, its our nature
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