Jedi Archive

Thread: Simple question on Tanking......

Bossman505
Tue Nov 01, 2005 6:26 am
#1

I see a lot of groups moaning they have no tank in their group.....


Could someone please explain the ways to tank ? Cause when i'm in a group, I just spin, spin, spin with the ocassional heal.


The top 5 tips on how a Jedi should tank would be good....


Thanks



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Calel_Haven
Tue Nov 01, 2005 6:27 am
#2

Oh you said tanking, sorry, thought you said something else.



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Eskie
Tue Nov 01, 2005 7:31 am
#3



Bossman505 wrote:
I see a lot of groups moaning they have no tank in their group.....
Could someone please explain the ways to tank ? Cause when i'm in a group, I just spin, spin, spin with the ocassional heal.
The top 5 tips on how a Jedi should tank would be good....
Thanks




A tank needs to be able to do two things:

- absorb lots of damage
- hold aggro

A good tank for a spin group therefore is somebody who can survive all pickets hitting him while doing more damage than any other group member so he doesnt lose aggro.



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noothername
Tue Nov 01, 2005 8:42 am
#4

also even if the tank cant do the most damage like in my situation as a noob jedi, im still the tank in my group and mytemp is only 3002enh 4000healer 0023ls tkm, but since i know how to tank, not just standing there but applying cob beween spin attacks with saber and knowiing when to cob/equipsaber/spinattack on auto/heal/stim-d/ruby/stim-d/synthesteak/heal/cob/ repeat... by the time im done with that the first wave of 20-30 pickets the rest are simple. its all about strategy after you have some of the template for it.

also another way to get aggro back to the tank that doesnt do the most damage is to heal others that will get all of them on you and when you only take 50-70 dam per picket you got some time to play with..

Message Edited by noothername on 11-01-2005 10:43 AM



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SaxoSwiss
Tue Nov 01, 2005 8:51 am
#5



...specific this is my temp and i can lead groups as a tank.


MLS, Def 4040, Enh 3402, Heal 4000


MLS: for doing damage and holding aggro

Def: Melee defense bonus passive and Impr FA is a must for tanking (being a Jedi that is)

Heal: well to be bale to heal 1500 AND improved Force Infusion

Enhancer: Well - force armor might be usefull but just kills your force in no time if you use it in a spin group (I do not use force armor while tanking spin groups)


At the same time I eat a lot of foods:

Blob Candy

Boba treat (or similar)

Spiced tea


Pikatta pie (dodge)

Vegerasine (melee defense)

Vayerbok (block defense - not sure if that helps for melee attacks tough)

Crispic (accurracy bonus)


and some Exo Protein wafers for the start up or when in trouble.


You can of course also very well tank as a non jedi. For this - I dare to say - that you need Improved CoB from TKA 0100 (I think it is) and even better if you have some Area taunt from Pikeman (not needed but easier to drag aggro to you if you loose it to a ranged member as ranged generally do more damage.)


Hope this helps - if not feel free to send me a message.


Cheers

SaxoSwiss


Message Edited by SaxoSwiss on 11-01-2005 04:54 PM



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MrDoppa
Tue Nov 01, 2005 8:58 am
#6

Holding aggro is def one of the most important. if you have someone in the group who can do an area attack that does more damage then you, then they should either switch to a less powerful weapon or drop a pearl out of their ls. xp is the same regardless.


Key to taking is being able to absorb enough damage that you have time to keep the healing going and keep the specials rocking. I am mls, def 4440, enh 3002 and healer 4000. At first I couldn't tank worth a damn. But then I just learned how to time myself so that I could get it done. I still have trouble with pikets. BUT. If I'm in a group where were all doing enough damage, I can do it. But if I take a bunch of low levels out and it takes them forever to finish off a lair, then I most likely cannot get it done.


So your ability to tank also depends on who is there with you.



Foods, spices, aura, be clothes. all make a difference. as well as defenses.





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Bunklung
Tue Nov 01, 2005 9:04 am
#7



Bossman505 wrote:
I see a lot of groups moaning they have no tank in their group.....
Could someone please explain the ways to tank ? Cause when i'm in a group, I just spin, spin, spin with the ocassional heal.
The top 5 tips on how a Jedi should tank would be good....
Thanks





This is a partial cut and paste from a thread about group grinding I wrote about:

You need a tank to start the lair and take all the damage. He also needs to maintain the agro. The tank should be able to heal himself and take the damage. If he has low damage, like myself, let the tank spin the lair for a GOOD 7 seconds before anyone else spins it. Don't heal him or the agro will get skewed and you'll have a circle of incap in group. If there is one person in the group that is outdamaging the tank EVEN after the tank has a good start on the lair, then the tank needs to throw a couple of heals to the outdamager to get the agro back. These two persons, need to be identified and healers need to stay away from them or the spin group is dead. If the healers wants the XP, then the tank needs to heal the healers to grab the agro back, cause it'll only shift to the healer. It's a balance, but it needs to be understood to spin correctly.



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Ford86
Tue Nov 01, 2005 9:06 am
#8

to have a effecitve tank you need to take alot of dmg take all aggo and have a healer its a old concept from wow but a newer one for swg



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Neomonk
Tue Nov 01, 2005 9:18 am
#9

I think you need the following to tank:


-At least 6000 armor. TKA/Jedi Innate armor works best because it is passive and you don't have to worry about decay and armor breaking.(Who ADK's grinding armor anyways?)
-High damage, low SAC weapon. You want to deal as much damage as possible while preserving your action to be able to continue to deal such damage.
-Area attacks. I would recommend Spin Attack from x3xx Pikeman or xx4x Lightsaber. Two area attacks would be even better just in case you have to steal agro quickly (from those guys who forget their area/cone attack is default and accidently shoots a creature). Dervish/Sabe Spin Attack or Sweep/Spin work great.
-COB/Aura. These are a must because they allow you to take less damage and you will be hit less often. Improved versions are highly recommended. These can be found in x1xx TKA and xx4x Defender.
-Healing. At least 1000 heals. Having 3xxx Healer gives you Improved Infusion and 1000 heals. Getting only xx4x Medic will give roughly 900 heals. I would also recommend having 1000+ stims to use just in case.
-Food. I would recommend synthsteak, some kind of action regen, some kind of mind regen, pikatta pie, and ruby bliel.


It is good to have a good group that knows that they are doing. That really helps out a lot.


I am Master Defender, Master Saber, 3000 Healer, 0002 Enhancer and tank spin groups all the time. I have an aura macro going and slap on infusion before I start. I have Saber Spin as my default and then I just go to town. At the beginning, I have to heal once or twice. Other than that I do great.



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