Teras Kasi Archive
Thread: 4 Taunt Bonuses ????
Xarth01 wrote:
No clue... I'm hoping theres a hidden mod though, otherwise we're getting the same exact move 4 times. I'm thinking we could get a move that actually does more damage than auto attack?
What the hell are you talking about?
Other than Leg Sweep and Lunge...they ALL do more damage than the base attack. Yes...the combo is being reported wrong. It is reporting what it ADDS to your regular attack....but it is doing a hell of a lot more than what the combat log says....Test it. You will see.
Mine says it is doing like 275 or so with Advanced Combo Attack...but it hits for 850+
Message Edited by The_Widowmaker on 07-02-2005 01:14 PM
The_Widowmaker wrote:
Xarth01 wrote:
No clue... I'm hoping theres a hidden mod though, otherwise we're getting the same exact move 4 times. I'm thinking we could get a move that actually does more damage than auto attack?
What the hell are you talking about?
Other than Leg Sweep and Lunge...they ALL do more damage than the base attack. Yes...the combo is being reported wrong. It is reporting what it ADDS to your regular attack....but it is doing a hell of a lot more than what the combat log says....Test it. You will see.
Mine says it is doing like 275 or so with Advanced Combo Attack...but it hits for 850+
Message Edited by The_Widowmaker on 07-02-2005 01:14 PM
so... by "ALL" you mean "Advanced Combo" since its our only attack other than leg sweep. Right? The one that empties your action bar in 4 swings? ya. It does 3x the combat log spam (which is about double my default attack).
The point the original poster makes is valid. Four identical taunt bonuses (which all suk, btw, and don't hold aggro for crap) jammed into 2 skill trees makes me think the CU design team assigned to redo the TKM specials all probably have a special ed class somewhere in their past.
I decided to switch from tkm,mpike,doc 4000 to tmk,mswords,doc 4000 and use area taunt let me say this i think they made a mistake and gave us the wrong one because area taunt is MUCH more effective.
Besides swordsman are supose to be damage dealers not tanks whats with the area taunt, would make more sense if it was on our last block in tkm, and swordsman got an improved bleed.
Droidmaker666 wrote:
Yes i have done some testing and see no diff in taunt from 1st to last box its all same usless, somebody heals and the mob jumps right on them.
I decided to switch from tkm,mpike,doc 4000 to tmk,mswords,doc 4000 and use area taunt let me say this i think they made a mistake and gave us the wrong one because area taunt is MUCH more effective.
Besides swordsman are supose to be damage dealers not tanks whats with the area taunt, would make more sense if it was on our last block in tkm, and swordsman got an improved bleed.
Improved bleed is already a fencer skill. Swordsman are supposed to be the damage dealers, but we currently are lacking in that area as well. Fencers, with their high damage, high dps weapons outdamage us.
Hate to break it to you, but Beserk does almost nothing, and Area Taunt hardly works but not as well as it shouldwhen there's a healer in your group. TK isn't the only melee with "useless" specials
If taunt worked properly, then TK would be the tanks they were envisioned to be at the start of the CU.
on an unrelated and totally superficial note... I want my Advanced Tank Icon!!!![]()
Timmah? Timmah timmah. Timmah! TIMMAH!!! TIMMAH?!?!?
(I'll break that down)
4 taunt bonuses?
4 tauntsis retarded, useless, and redundant.
Timmah!
4 Taunt Stupid!!!
FOUR TAUNT BONUSES?!?!?
Also, just as with other MMO games, people need to learn that they have to let the tank, tank. They can't just rush in, with their T-21s blasting wildly, or start flailing away with some AE attack. My biggest issue is with morons who think it's cool that because they're grinding FS, to run up and start lobbing 'nades at a lair, and end up spawning 20 or 30 creatures. It's these people that I clearly explain to,should they get aggro, they're on their own. I know my limits. Even as a TKA/Pike Doc 4-0-0-0, I know that I can't hold off 10-15+ creatures at once. Not gonna happen.
I play a Tanker on "City of Heroes". I tell ya, they have Tanking down to a tee. The "Invincible" power gives the user a % increase of defence per every mob in melee range (with a hard-cap) which also generates an inherent taunt PLUS a wider-ranged taunt (to draw off ranged attackers) every time you hit one. With other classes having less HP, it's an absolute Grouping god-send.
He can easily tank 10 mobs. It's balanced by a Tanker's damage output being much reduced. One can solo, but it'll take longer (due to Endurance..much like the Action bar here).
I wish TKA had that kind of ability. Not because I want to be surrounded by 10 mobs and live, but because the taunting/defence format is so much more intelligent.
/agree
TKA is supposed to be the best tanking class. Why does Swords have the best taunt?
I also agree that if you hold off using it until you lose agro, then use it to get it back, it is much more effective.
However, as a tank in a group, it is frustrating with mobs that agro within a small range of the one attacked that I can only taunt one at a time and that the timer on it is so long. I would like to get more agro off of my other group members but it is tough to get and to hold. By the time I have 3-4 mobs beating on me, someone fires off a heal and I lose some of them. Most xp groups simply avoid hunting Pickets and other mobs that agro en masse because of this -- we all know the phrase "Bols 80+ only!" from trips to Dant. Why is this so pervasive? Cause tanks don't know how to do their job? Well, that might be part of it. Mostly, though, it is because TKA tanks just don't work they way they should.