Teras Kasi Archive
Thread: Lets hear your opinions on /tank
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.
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.
> 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.
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.
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.
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)