Teras Kasi Archive
Thread: Thoughts from Kelvarn on TKM
Thoughts from Woosh:
Use paragraphs and maybe people will read this.
Mayor_Woosh wrote:
Thoughts from Woosh:
Use paragraphs and maybe people will read this.
QFE
OK dude,
Heres my thoughts on your nice long post. Teras Kasi Master Alone has very Low Dmg Output. Thats it. We just cant hit as hard as the others, unless u grab another Melee, such as sword/pike/or Fencer. However, we have abilties the others dont.
Innate Armor at Teras Kasi Master is a rating of 6100 I beleive, this is great! Along with our great Melee and Ranged Defense, Teras Kasi' are great, I mean great Tanks bro. Did I say Great Yet?LOL. Anyways, ALong with our great tanking abilities, comes our Meditative Line, which grants at Meditation II, the abiltity to PowerBoost. Trust me on this, an extra 500 points to Health can help out alot, im sure you urself have seen this being a TK for as Long as I.
Damage however is limited, if you're looking for a more damaging melee template, go Swords or Pikes. Fencer is good as well, but Swordsman takes the cake on Power attacks. Ive noticed the latest FOTM melee temp is Master Swords, x4xx TK,Doc 4004, and Pikeman xx4x? I beleive thats correct. With that template, and some Armor Break Sliced armor, you are very powerful.
As far as our damage goes, with just Tk alone, its about half of what other melee professions are putting out. Now about your comment on Combo attack, and saying that Melee hit does more damage, thats actually wrong. Atm in the game, combo attack is bugged. From what I understand, Combo attack is supposed to target multiple areas on your targets body. What the problem is, is that you are only seeing the numbers for one of the multiple hits, however if you check your combat log, youll see Combo Attack is hitting for Decent Damage, and is actually your most powerfull attack.
Currently, our bugs for this proffession, and plz anyone correct me if im wrong:
#
1.)Combo Attack does not display full dmg numbers.
2.)Force of Will is not working.
Thats all I can think of atm, but there are stickies w/current bugs on this forum that can answer those questions. Anyways, heres my two cents. Teras Kasi is a well rounded profession, and I doubt I will ever give it up.
Well, as someone who has been TKM for 95% of my year in Galaxies, I totally disagree with you. First of all, No single profession is designed to be asolo profession. In order to be effective you must have two Elite professions for CL80. Yes, Pre CU you could be the Uber TKM in a set of Composite armor. There was no PvE content you could not wipe from the face of the Galaxy. I personally see the changes post CU as a positive thing. Here is why:
1. TKM is no longer a stand alone profession. Pick any single prof and they are weak. Rifleman, Swordsman, CM, Carbineer, even Jedi (any Jedi with a single mastery is a sitting duck. As a TKM/ Master Swordsman/Doc4/0/0/0 I have beaten a MLS and a Master Enhancer because they had no other Major Abilities yet).
2. When Paired with a complimenting Proffession TKM absolutely ROCKS! We have such a high Defense (even without COB) that I can solo alot of multiple Level 80 and 81 npcs. My wife is a Master Ranger/ Master Rifleman and I usuallly tank for her when she hunts. Otherwise she has to stop after every animal and hunting takes longer. The other day I took the agro of 6 Level 81 Plains Tusk Cats and never got below half health.
3. Innate armor is awesome, a serious grinder will cut through armor so fast it will get expensive. I also have yet to see a set of armor that is better overall than TK innate armor. Some have one stat at 7000 or so but we have an Overall of 6000 on all areas.
4. What I have noticed is that there are SO many people who do not know how to use their Template. Learn how to use your template and figure out its weaknesses and strengths and you will prevail.
I will put my TKM up against anybody and most of the time I will WIN! Why? Because TKM is an awesome and still extremely good profession and when coupled with a damage Profession like Swordsman is absolutely Lethal. I use Katarn Knucklers as my main weapon with a action reducing PuP and never run out of action. This is just my opinion and comments are welcome.
Message Edited by NavyIC1 on 08-29-2005 07:25 AM
I believe that, finally, someone has shown me that there is intelligence in the community. And even though I agree with all of you on most of the stuff, I did check the combat tab, and Advanced combo attack still only did almost 1/3 of what I was doing with just Melee attack. Also, this was with absolutely no knucklers of any type equiped. I will admit to TKM being probably the most DEFENSIVE proffession in the game, I have never seen anything that proves that a TKM/{insert proffession of choice here} is anywhere near the tank that it should be. While I was still TKM/Master Fencer, I was able to solo a juvie Krayt dragon, usingan Aklay Stun Baton with maxdamage of 818, and survive easily, I know of others that are able to do the same with plain old Composite armor. Then again,I guess I am missing a point. But like I stated in the previous post, TKM is a great profession, and it is one that is near and dear to my heart, however, I believe that TKM should not have been nerfed anywhere near as badly as it was.
Also, as a student of the martial arts myself, it sadens me to say that TKM is no where near what it should be. Re-read the post about why TKs were created, and tell me that TKs are where they are supposed to be.
Again, however, if I don't go with BH/CM for my extra toon, or if I go Jedi on my second account, I will probably go with TKM/Mfencer again with at least one of the toons.
Kelvarn wrote:
Having been a TKM for over a year now (Was TKM/Mfencer for 6 months prior to CU, but was TKM for 11 months Pre-CU), I am at a loss as to how anyone can say that TKM is now worth anything at all. As a Tank (the primary focus), TKM is all but useless as you have to taunt every 5 seconds or so.
Not a bad thing, however, the action cost of everything when using Unarmed skills makes it so that TKs are only usefull for around 45 seconds to 1 minute before they have to sit down and re-gen their action bar (something that comes back just as fastif you sit as if you meditate).
Also, the damage system for TK is seriously nerfed as using the basic melee hit allows for almost triple the damage of advanced combo hit (TKM move) at the level of TKM (I tested it myself, please, other TKMs, verify it so that you can see what I mean). As a TKM/Mfencer, was doing 126 damage with no type of knuckler on, but was doing 336 with basic melee hit.
TKs are almost usefull in several capacities, however, most other melee professions are almost always better in each capacity (IE Knockdown, intimidate, damage, etc). I can understand that the original TK system was way out of line with other damage out puts, however, the new one has neutered the TK completely. Improved COB is a very nice thing as it almost halfs the damage taken by the TKM (Taking on Necrosis solo as TK/Fencer, ICOB dropped damage taken from 1.4k per hit to 861 per hit), however, again, it is required for almost all fights in order to keep the TKM from being brought down in a few seconds, thus depleting the action bar of the TKM that much faster.
The thing that I see is thus, TKM was an UBER NASTY class Pre-CU just by itself, now they just seem to be a class that is utilizedto stop people from having to buy armor when using another melee profession. I understand that in order to be effective at the high end creatures (CL 80+), you are required to have another proffession as well asa group, however, needing a minimum of two to three TKMs to tank anything in the CL85+ range is annoying and takes up precious space when you consider that only 8 people are allowed in a group, thus making it harder for a well balanced group to take anything in the CL90+ range, especially when you consider that in that range and above, the NPC/Creature is hitting a TKM for close to if not above 1k damage per hit. Thus making it a requirement for TK to be (close to if not actually) Master doc or Combat medicin order to be effective as a decent tank. I personally would like to see a TKM brought more in line with the other melee combat classes as far as damage or other things so that TKs are closer to what the stated use of a TK is supposed to be, IE Tank.
Maybe re-do the damage output and amount of damage done with higher level techniques, or the amount of damage that a TKM can mitigate with ICOB. Something that makes playing the TKM more enjoyable, and less of a requirement for all things melee profession. Also, talking to one of the DEVs for SOE/SWG at San Diego Comic Con, they stated that the damage for any type of Knuckler does not stack with normal TK unarmed damage, which I see as a crime as all damage done by TK is done with the power of his muscles, thus making a TK almost nothing without good knucklers. A quick fix to that is to dumb down the amount of added damage that a knuckler does, but allow the damage to stack again.
And that brings me to the Meditate tree in TK. Wonderful that a TK can meditate away his wounds, add a little more health, and other kinda cool tricks, however, I fail to see how any of that comes close to compensating for the other problems in the TK profession. Maybe a 1k boost for Powerboost for more than 10 minutes (having to stop every 10 minutes in the death watch bunker or some other place like that is almost suicide), something that allows for a focused, powerful strike (with high cooldown timer and a warm-up timer) would help to bring TKM more in line with a decent profession. And since we are on the subject of the meditate tree, Force of Will is something that needs to be mentioned.
Pre-CU, FOW allowed the TKM to get back up immediately from incapacitation with around 1/2 of his health, action, and mind stats. Post-CU, FOW doubles to sometimes triples the incap timer. I sincerly hope that this is a bug on the CU publish (and hope even more that sometime in the future that the DEV teams get around to fixing it). Bring it back to reviving at half stats (IE instead of having a full 3k health bar, either have only 1.5K health bar for a short time and be at 50% mind and action, or have the full3k health bar, but only 1.5k of health and have to heal the rest of the way, and again, the 50% mind/action). No matter whether youlike TKM or not, there are still severe bugs that need to be worked out due to the CU.
I wouldhowever, like to state that if the DEVs would do their homework on things (IEfor TKM, watch someBruceLee movies for ideas about martial arts, which is pretty much what TK would be considered), theCombat upgrade would have been more of a successful move asopposed to a nerf. And I will say that were I not going full template Jedi (something that I had actually contemplated not doing for a large part of the game), I wouldhave stayed with TK/Fencer tilI could not play the game anymore.
Talric Kelvarn of Starsider (former TKM/Master Fencer now 4020 TK/Jedi)
PS. This is more of what I believe of TKM than anything else. I appreciate any thoughts that you have, however, this is not agripe session, just my way of helping people that are getting into the profession get an overview of what the profession looks like. This is in no way a slight to other people on the boards, or to the DEVs of SOE/SWG or any affiliate companies. All comments contained herin are the opinions of one person, and not to be taken as a general concensus of TKs of the Starsider community. Well thought out replys/comments are encouraged, however, flames and other general comments of the less than intelligent variety will be directed to the round file in my basement.
user freindly version ?
Sorry i was just trying to count how many times you said the terms "cu" "class 5 tank" and "cm/doc" in your post.
The gripe then should not be fix teras kasi it should be fix the games core system. Since its the core system that generates the agro levels. TKA was rated as what class damage output in your article. Problem is agro is generated by damage but TKA is the lowest damage proffesion of the elite combats. Ive never seen area taunt do any better at holding agro.
This is taken directly from the skill description inside SWG about taunt and area taunt
Taunt:
This enhancement has a greater CHANCE of increasing the aggression that a mob in combat has towards you
Area Taunt (from swordsman)
This ability increased aggression levels towards you of all opponents in melee range
See the differance here? The area taunt ALWAYS sticks, while the taunt has a CHANCE of increasing the aggression.
So, a proffesion that has been stated to be a tank, cant hold aggro due to being outdamaged and the only skill they have to actually get aggro with only has a chance of doing the job. While a profession stated as being a damage dealer (swordsman) not only can hold aggro by doing damage, they also have a SKILL that always work to get aggro,
I have made a suggestion about swapping the area taunt and taunt, and also make an aggression generated attack (combo?).