Jedi Archive
Thread: Simple question on Tanking......
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.
Message Edited by noothername on 11-01-2005 10:43 AM
Message Edited by SaxoSwiss on 11-01-2005 04:54 PM
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. ![]()
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.
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.