Teras Kasi Archive

Thread: Lets hear your opinions on /tank

Thunderwulf
Thu Sep 04, 2003 2:27 pm
#1

I personally love the idea. I don't want to be to bold here, but I personally think it could save our profession.



Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
Ripstinger
Thu Sep 04, 2003 2:41 pm
#2

A "/tank" command would be a nice addition. Still some details to work out, such as its effect on your attack, but it would be nice to make the creature miss you every once in a while.


I imagine this would besimilar to a self applied state mod? Where we envoke it, have a brief pause then go back into normal attack mode until the state wears off. This would make the KD timer bearable, I could knock them down, prepare to defend (/tank) myself, then attack.


Also it would be nice if the length and effectiveness of it increased with level, maybe I get the skill at TKN but I get the full benefits of it at TKM like (+10 tank)for Tier 1 - 4 then a bonus at TKM.


In short good idea, maybe I'll have something to do in groups again.

Dumahim
Thu Sep 04, 2003 2:45 pm
#3

If anything, I would think something like this would be like the styles in Jedi Knight that was talked about before.



____________________________________________

Suprak Kal'Avant
Teras Kasi Artist
Master Doctor
Aetherium
Thu Sep 04, 2003 3:03 pm
#4

So /tank gives you temporary defensive bonuses? I still think innate dodge/evade makes much more sense than a skill we have to manually trigger... we should do this stuff normally w/o armor.
Cobok2002
Thu Sep 04, 2003 3:08 pm
#5

Passive dodge/evade would be better imo.

StringereDomani
Thu Sep 04, 2003 3:13 pm
#6

The full description can be seen here:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=475576#M475576

I like the idea as presented. If we're allowed to block for a set amount of hits/time as we advance and are still allowed to attack while doing so I think this could really be soemthing great for our ability to tank high end mobs. There are ranged users complaining that we'd be able to block their shots using this and I agree with them, to an extent. I think that melee fighters should be able to block ranged attacks if they are withing the melee weapon's range. This would make sense because a melee fighter could and would redirect the gun in any way possible to avoid it being pointed at them. If we are out of the melee weapon's range then this ability would be null and void.



Stringere Domani - K'tair
- Bothans at large -
Shards of Alderaan

threehairsleft
Thu Sep 04, 2003 3:17 pm
#7

> This move will increase your chance of performing an active defense (counterattack, block, dodge)


How? I hope this is additive to our base defense stats. (ie. base defense = 30% chance to prevent damage, + /tank which adds 50% = total of 80%) rather than multiplicative (30% and 50% increase = 30% + 15% = 45%)


> by a fixed amount for the next X attacks.


How big a bonus?


> The number of attacks this works against will become larger as you progress through skill trees.


Doesn't make sense. If only the #of attacks, and the HAM costs scales, can't someone just spam the /tank and have it do the same thing? or does it take up one attack round?


> The ham cost will be 25 points per hit blocked,


sounds fair. if it can prevent much more damage. I'm guessing the only thing limiting our tank time is our mind pool and its regeneration rate since HA can be healed.


BayneThundarus
Thu Sep 04, 2003 3:21 pm
#8

Not sure... it's great if I can actually get to my attacker, but that can be a difficult process if they plan on making use of their lower limbs.


I guess it's purpose is more for a melee attacking another melee aggro NPC.




----------------------------------------------------------------------------------
Lose. It's spelled LOSE. You don't "loose" in battle; you l-o-s-e.
threehairsleft
Thu Sep 04, 2003 3:24 pm
#9

These two statements together make me think it only works against melee attacks:


> 1 move that only works for melee weapons (including unarmed).


> increase your chance of performing an active defense (counterattack, block, dodge)


As I've never done a counterattack, block or dodge on blaster fire.

High_on_bread
Thu Sep 04, 2003 3:32 pm
#10

It's a start, but I'd really like to see more than just /tank. Namely different types of stances, that don't give just a flat damage/defense. Like a stance that decreases HAM cost, or maybe gives blast resistances, etc.


Also, I hope to GOD that this would work in PvP. I'm getting smacked 50x more than I did prepatch in PvP.(Whoo, nothing like a 3k LLC shot to the face to make KD timer pointless)




Please nerf TKA's! I just one hit incap'd myself again with knockdown!
Wildjames
Thu Sep 04, 2003 3:33 pm
#11

doesn't this mean that wookie tka's are uber? i mean, who needs armor if you have the HAMs to spam this move...(or zabrack, and heal)
Zarne
Thu Sep 04, 2003 3:47 pm
#12

while using pistol, i've had mobs dodge and counter attack me. It happens.



Darkel - Teras Kasi Master/Creature Handler/Medic

"This topic is being closed because it does not promote constructive discussion." - SOE Quid
Selwynn
Thu Sep 04, 2003 3:51 pm
#13

I love it ! LOVE IT! WOOOOOOOOOOO



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

Page 1 of 5
Previous Next