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Star Wars Galaxies

Star Wars Galaxies 

SWG Veteran Refuge  » Was Teras Kasi the best thing about SWG?

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59 posts found
  User Deleted
 
6/15/07 12:53:18 PM#1

 With all the uproar around SWG demise, all the major things that got ripped from the game, one aspect that slipped through the cracks was the loss of the Teras Kasi profession with the NGE. People talk about losing CH, but CH was nerfed long before that to the point of uselessness. TKM was a staple in SWG. Everyone had one. That class was a blast to play with. TKMs were the jedi of SWG long before any of those glow stick wielding fight clubbers came stumbling in.

 My first class was BH, and I did pretty well in most pvp, except against TKMs. It was like shooting a brick wall with a water gun. Before the CH nerf you had TKM/Master CHs running around with Gurreks. That combo could take on twelve guys at a time.

 Force of Will alone made that class absolutely badass. I can't remember how many hate tells I would get from coming back from an incapp and db'ing the seemingly victorious player dancing over my corpse. My TKM was also a master doc, and my guild would not do any sort of group hunt unless we brought him along, period. Think your rifleman/cm is the end all be all? Think again.

 Then you had the stackers. A tkm/fencer/master brawler? Forget about it. Those guys were unstoppable.

 TKMs could regen mind, and we also one of only four classes that could attack mind. Essential in any kind of pvp.

 Just one more reason why SOE wil be remembered always as the purple butted baboons who screwed up Star Wars.

  Chessack

Novice Member

Joined: 4/12/05
Posts: 985

"You can always count on players to find the shortest route to the cheese." -- Musashi

6/15/07 1:03:09 PM#2
I loved TKA, and CH. But I think the best thing about SWG was Entertainers. It was a totally new and innovative class, and the creative and cool things you could do with songs and animations if you practiced and knew what you were doing were just incredible. My main character used to attract people from all over the galaxy when she performed.

C
  Shayde

Novice Member

Joined: 9/26/05
Posts: 4550

The game isn’t designed to keep people playing." - Smed

NOW you realize that! - Shayde

6/15/07 1:03:25 PM#3
EVERYONE didn't have one, but they were popular. I thought they never quite fulfilled their role as Jedi slayers.

Only problem with any Melee class was that blasters were underpowered. They overcorrected in the CU and they shot it all to hell in the nge.

I miss my Swordsman/Smuggler/CH

Shayde - SWG (dead)
Proud member of the Cabal.


It sounds great, so great in fact, I pitty those who canceled :( - Some deluded SWG fanboi who pities me.
I don't like it when you say things. - A Vanguard fan who does too.
09f911029d74e35bd84156c5635688c0

  Forcan

Apprentice Member

Joined: 1/08/07
Posts: 702

Nov. 15th 2005
my heart died a little...
Long Live SWG(PreCU)

6/15/07 1:04:41 PM#4
I was a TKM/Master Commando for a good two month until the damn holocron started to showing up. 
Unfortunately I fall for the hologrind and ultimately gave up my TKM for the BH that I was suppose to grind out... didn't finished it.. got so bored of it. 
Then I was gonna do TKM/Swordman/Carbineer before the CU hit, but didn't finished it.  So after CU hits, I think I went TKM/Master Swordsman/Doc (or medic.. can't remember now)...
When NGE hits.... my TKM died... and all I had to show for it is the damn title of Teras Kasi Master that used.
I actually like TKM (which I had try to kept throughout the time I play SWG, except I gave up during the hologrind.  But I got it back)


Man, I miss my TKM and my template (was gonna test a few others)

Current MMO: Eden Eternal, Divina (TW Ver.), World of Tanks.

Past MMO: Way too many (P2P and F2P)

  ajax7

Advanced Member

Joined: 1/15/07
Posts: 325

The Greatest Story Ever Told Yours.

6/15/07 1:11:02 PM#5

My Favorite combo was Swordsman / Ranger I could solo the Rancors with my area attack, and harvest tons of hide, bone or meat.

I want my Swordsman Back Please!!!!!

Ajax

  Tetters

Apprentice Member

Joined: 11/08/06
Posts: 224

6/15/07 1:15:42 PM#6
oh I loved my TKM/Master Weaponsmith .... then I switched to TKM/Master Doctor .... I loved that game so much in the early days .. I still miss it, but real life isn't that bad ... lol
  ecksowrath

Novice Member

Joined: 5/05/07
Posts: 15

6/15/07 1:21:03 PM#7

There was one SWG template that was UBER and never nerfed, (pre NGE/CU)

Lancer/Carbineer with the rest in medic.

Im sure you guys remember that Carbine Lancer whooping EVERYBODY down.

Yeah that was me.

Sure i had to farm DoT lances for many hours a day

Not even a 4444 Jedi could mess with that template as long as you had some good lances.

Nobody could touch it 1 on 1, nobody could touch it period.

  Chessack

Novice Member

Joined: 4/12/05
Posts: 985

"You can always count on players to find the shortest route to the cheese." -- Musashi

6/15/07 1:21:24 PM#8
Originally posted by Tetters
oh I loved my TKM/Master Weaponsmith .... then I switched to TKM/Master Doctor .... I loved that game so much in the early days

That was what was so great about SWG -- you could switch classes! You could try out different "templates." You could tweak. "Hmm... a few skill boxes of Marksman might help here..." etc. You could learn one line, or two lines... you could mix and match, test and try. I know someone whose goal was to master every profession in the game, one at a time. She just wanted to try them all, because she thought each one had something cool in it. I don' t think she ever managed to before CU hit.... and then she quit.

But that you could do that, if you wanted, was something that made SWG so special. No other game ever gave you this kind of freedom.

C
  kjfett

Novice Member

Joined: 8/16/05
Posts: 235

6/15/07 2:19:40 PM#9

Never had a TKM.  I loved 2H though and had it combined with smuggler, CH and a couple other professions during the precu days.  Gave it up with the CU though...it was never the same after that hit.

  Suvroc

Novice Member

Joined: 1/09/07
Posts: 2404

6/15/07 2:27:38 PM#10

Crafting (at least for a while) was my thing. I loved being a master artisan/master architect, and even chef for a while.

 

  SioBabble

Novice Member

Joined: 6/10/07
Posts: 2823

6/15/07 2:28:08 PM#11

I think the reason that CH is the "iconic" victim of the NGE is that so many CHs were in it for the fun of having a rancor or gurreck trail behind you, not for the combat chops, which were zapped into near nothingness by the Great Nerf of CH in December 2003.  For many hardcore CHs, it was never about being uber, it was about having those critters at your command, and of course the NGE did away with that entirely.

I had some TK in my template for a long time, and it was great fun.  One of the classic imbalances of the preCU period was that blasters, which totally dominated the original trilogy, were underpowered.  Then, of course, in typical SWG fashion, they were overpowered in the CU.

The SWG devs never used the nerf bat in moderation.  They always over buffed or over nerfed. 

CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

Once a denizen of Ahazi

  irukandji

Novice Member

Joined: 2/14/06
Posts: 255

6/15/07 3:01:53 PM#12

I made a thread about this a few weeks back. To paraphrase: If $OE wanted to compete with WoW they should have kept the melee professions. Now, bringing back CH/BE, seems like they still don't get what alot of vets want. No disrespect to CH/BE players but I think you guys are outnumbered and should have been brought back AFTER melee was reintroduced.

 

"Hurray, finally a game where I can fulfill my lifelong dream of taking emotionally dead women and finding the most financially viable means to exploit their bodies with the ultimate goal of making them Hugh Hefner's personal furniture."

  SioBabble

Novice Member

Joined: 6/10/07
Posts: 2823

6/15/07 3:51:21 PM#13
Originally posted by irukandji

I made a thread about this a few weeks back. To paraphrase: If $OE wanted to compete with WoW they should have kept the melee professions. Now, bringing back CH/BE, seems like they still don't get what alot of vets want. No disrespect to CH/BE players but I think you guys are outnumbered and should have been brought back AFTER melee was reintroduced.

 


But..but...they did have melee!

Glowsticks!  Wonderful glowsticks!  Be a tank with a 10k health pool heal!

CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

Once a denizen of Ahazi

  Danjak

Novice Member

Joined: 2/17/04
Posts: 198

6/15/07 3:54:10 PM#14
Nothing screams "Star Wars" like Kung Fu. 
  eagle4x4

Advanced Member

Joined: 1/26/06
Posts: 404

-Beer is proof that God loves us and wants us to be happy. - Ben Franklin

6/15/07 4:01:49 PM#15
Master Ranger/Master Rifle was my favorite...I was a solo machine.

I also made millions of credits taking Jedi through the Knight trials by tracking Peko Albatrosses,  Graul Marauders, Enraged Kimo's, etc.
  iceman00

Elite Member

Joined: 5/04/05
Posts: 1187

Kevin Tierney

6/15/07 4:08:01 PM#16
Originally posted by BigBlackWook

 With all the uproar around SWG demise, all the major things that got ripped from the game, one aspect that slipped through the cracks was the loss of the Teras Kasi profession with the NGE. People talk about losing CH, but CH was nerfed long before that to the point of uselessness. TKM was a staple in SWG. Everyone had one. That class was a blast to play with. TKMs were the jedi of SWG long before any of those glow stick wielding fight clubbers came stumbling in.

 My first class was BH, and I did pretty well in most pvp, except against TKMs. It was like shooting a brick wall with a water gun. Before the CH nerf you had TKM/Master CHs running around with Gurreks. That combo could take on twelve guys at a time.

 Force of Will alone made that class absolutely badass. I can't remember how many hate tells I would get from coming back from an incapp and db'ing the seemingly victorious player dancing over my corpse. My TKM was also a master doc, and my guild would not do any sort of group hunt unless we brought him along, period. Think your rifleman/cm is the end all be all? Think again.

 Then you had the stackers. A tkm/fencer/master brawler? Forget about it. Those guys were unstoppable.

 TKMs could regen mind, and we also one of only four classes that could attack mind. Essential in any kind of pvp.

 Just one more reason why SOE wil be remembered always as the purple butted baboons who screwed up Star Wars.

 

I'm gonna get flamed....

A lot of what he praises is exactly what was wrong with Pre-CU.  TKM's being God was absurd.  they should've been the ultimate in melee classes, a skilled master being able to go toe to toe with a Jedi.  Instead, they were being made into the uber class being able to stand up to both melee and ranged with little problem.  TKM's should've been low on damage, and high on defenses.  A true "tank" so to speak.

A TKM would've been fine I suppose if not for the wacked stacking system SOE had.  Stackers didn't improve PvP.  They ruined it.  But the fault was not with them.  The fault was with the over abundance of Jedi thanks to Pub 9, that made stacking essential to prevent PvP from becoming Jedi wars.  The original plan for modifying stacking in the CURB was a very good one.  Making stacking more realistic (instead of just taking the defensive trees in all professions) would've solved this problem right away.

I had in my posession a mind poison that ticked around 1.7k, and a mind disease that blacked any stat bar with one tick. with some rancor bile to give me a billion uses.  I ONLY used that on stackers.  And I always let them triple incap, just so I could say:

"You spent 500 hours number crunching the perfect template instead of enjoying the game, just to get triple incapped.

I honestly think people stopped enjoying the professions when they were trying to stack, instead just looking for the uber defenses.

  Marcus_

Novice Member

Joined: 7/24/04
Posts: 38

6/15/07 4:11:43 PM#17

Nah,TKA + Master Rifleman was a best solo temp and of course a little FD arm from Smuggler prof.=)Every know

  infrared1

Novice Member

Joined: 1/30/07
Posts: 449

The reward for your ignorance will be death.

6/15/07 4:18:12 PM#18
TKM was an awesome profession,  but i liked my MBH/ MR/ FS Melee Defense, touch of medic and some politician to finish it off. Was a sweet ass combo. Especially during the CU.
  SioBabble

Novice Member

Joined: 6/10/07
Posts: 2823

6/15/07 4:25:28 PM#19

The funny thing is, prior to the Great Nerf, player controlled meatshield pets were the tanks.

Because, they were high on defense (particularly those with high kinetic resists, like the midrange Greater Sludge Panthers and the high end Graul Maulers) and low on attack.

As a last box of pistols marksman, I outdamaged all my MCH pets.  Pets were high defense, low damage.

The preCU melee classes, on the other hand, got both, particularly after they introduced mitigation in early 2004.

CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

Once a denizen of Ahazi

  AveBethos

Apprentice Member

Joined: 5/21/07
Posts: 648

6/15/07 5:03:23 PM#20

TKM was a blast, no doubt.  My first toon was a TKM and I loved going solo against anyone, npc or player alike.  However, another profession that got taken away was my favorite.

Dueler.  Fencer/Pistoleer hybrid if you remember had incredible defense and was the most fun I had playing SWG.  I REALLY loved those hybrid professions. 

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