Teras Kasi Archive

Thread: Focus Thread Tanking as a TKA.

Mankind00
Tue Jul 12, 2005 6:25 am
#1

Hey guys.

I'm looking for lots of detailed feedback about our tanking (& agro managment) skills & how you are finding you hold up, especialy where possible compered to other proffesions.

Please make sure you include the following information in your post:


Species
Template
Armour type you were using (Battle, Assault, Recon, TIA, JIA)


Please remember that this is not the place for rants, arguments or anything else. I'm just after some stright feedback to throw the way of the Devs in hope of getting a bit of love to it.

Note that this was just made as I'm wanting to get a post together, I wasn't promted to start such a thread & so don't expect anything for certain back from it.

Edit: highlighted request for certain information

Message Edited by Mankind00 on 07-12-2005 02:32 PM

Message Edited by Mankind00 on 07-12-2005 02:45 PM



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Daikatsu
Tue Jul 12, 2005 6:30 am
#2

I tend to play casually...I don't spend a ton of money on foods or spices. I just buff up, run my COB macro, and hit things.

The only reason I maintain aggro is because of Area Taunt in Swordsman. I dont know if the Taunt Bonus boxes help or not (was TKM pre-cu, so I never tested taunt), but I find I can generally tank anything from CL85 and below. On some higher mobs or multiple mobs of CL84 and below, my doc healing keeps me up. If I get incapped, it's typically from running out of Mind.

Granted, this is all PvE info...I'm not into PvP.

Pertinent info - Human, TKM/MSword/Doc4000

Message Edited by Daikatsu on 07-12-2005 11:33 AM



Londer Dukrous
Elder Bounty Hunter/Teras Kasi Elder
Lost Souls, Corellia, Starsider
Mankind00
Tue Jul 12, 2005 6:32 am
#3

Tanking is a PvE mechanic anyway.

& please not the request that you must include template & species in the post. It will help me alot gathering the information.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Aegif
Tue Jul 12, 2005 6:54 am
#4



Template- TKM, MPikeman, MBrawler, Swords 0044, Nov Fencer, and some other stuff in FS( So im a def stacker)
Zabrak
(Edit) Using TKM Innate armor


Defense- With bio cloths and everything Melee Def - 375 Ranged- 299, foods and CoB add around 600 to that, so My defense is as good as it gets. Now to tanking things I cant complain. Im always the best tank in the group and when things get rough I just try to get all the aggros on me. This works when the creatures Not taking damage.

Aggro- Its the AI always wanting to go to the Highest damage. I know we have to keep the Aggro with taunt and it works most of the time. But I just feel like the creatures are ignoring me. Im the first to go in and attack it and Knock it down, then everyone starts shooting and its like im not even there. Thing runs back to the gunmen and I have to chase it down to Taunt.

Other than that things are ok. Its just that we're the tank so why dont the creatures attack the closest target? Or attack whataggros them first?

Message Edited by Aegif on 07-12-2005 06:56 AM



You must obtain Speed and Strength, but most of all- Focus.
Maystudly
Tue Jul 12, 2005 6:58 am
#5


Human

TKM, MS, 4-0-0-0 Doc

Innate Armor


I have no problems tanking well... anything. I usually rock melee defense +98 food, brandy and pixie for regen, and some mind regen food as well. I wear clothes for melee and ranged defense to cap and healing efficiency clothes to the cap.


I can hold aggro indefinately if there are a few things going right:


1) I get first attack in

2) I get a taunt off early

3) I land some big damage shots early

4) Continue to taunt everytime it comes up.


If those four things happen I can usually hold aggro on something. But rifleman are a pain. I make all Rifleman in my group put away their high damage shots unless we get in trouble.

Message Edited by Maystudly on 07-12-2005 07:02 AM



Maystu'dly
Too legit, too legit to quit..... hey hey!
ITK5
Tue Jul 12, 2005 7:06 am
#6

Species:
Zabrak
Profession:
TKM
Master Light-Saber
Force Enhancer
Force healer

As TKM we simply do not "HIT HARD" enough to keep Agro.
Teras Kasi are suppose to be Tankers..no where does it say that "TKM + Swordsman" are suppose to be tankers.
Center Of being needs to be looked at.
If we can not take the punishment we can't be tankers.
COB is simply to hard to keep active.
Why is it that Jedi-Defender can activate "Force Aura" while moving and TKMs can't?
I take great pride in being a Teras Kasi..its ashame that they have turned a wonderful profession into a punching bag.
*Trying to stay positive*



Jaedon Amigo -KU-

TerasKasi Master/Master Brawler/Doc

Pre CU TerasKasi Master/Master Lightsaber

Combat Upgrade Alpha Team

CU Master Lightsaber/Defender/Enhancer/Healer

NGE Elder Jedi

www.beishaolin-kungfu.com

Cango
Tue Jul 12, 2005 8:42 am
#7

Human
TKM/Swordsman/4000 Doc

Good damage output, great defense, and great area taunts from swordsman. TKM/Swordsman is the way to go for a professional high end tank. At a place like The Avatar I am second to none as a tank. The problem lies in the DeathWatch Bunker with the aggro-thru-walls trick that the NPCs there do. An Areataunt at DWB will have anything in 15 meters after you, even if its on the other side of a wall, floor, or ceiling. The Taunt/aggro system is fine, its the areas that need to be fixed, such as the DWB.



_______
Cagno Kyraic
Teräs Käsi Master
XrioT
Tue Jul 12, 2005 8:47 am
#8

Please make sure you include the following information in your post:



Species: Zabrak
Template: TKM/M.Pikeman/M.Brawler/Swords 0030/Medic 0040
Armour type you were using (Battle, Assault, Recon, TIA, JIA):
TIA with 312 melee defense after BE Clothing

I really don't have a problem tanking anything per se (with the exception of super-mobs like necrosis), but agro management can be very difficult unless I pull out my pre-CU 1000 damage vibro lance and do a spinning knockdown/spin attack with an impale or two for the harder to manage mobs. Now obviously this would not be possible for someone without some pikeman or at least 0004 brawler for the area KD.


One thing with respect to tanking that is bothersome though is that armor break makes a very significant difference when used on us; Armor wearing classes can at least have armor sliced for armor break resistance now that the new slicing mechanism is implemented, but we have no such option. Does armor break really make sense functionally against a person that doesn't wear armor anyway? I would vote to remove its effects when used on TKM's, or to give us an armor break reduction modifier in one of the skill branches.


Suggestions:

1) Taunt should provide guaranteed agro for a set amount of time.. maybe 15-20 seconds or something that gives us time to just taunt, taunt, taunt if we are surrounded by mobs.


2) TKA should have armor break reduction modifiers since armor wearing classes can have armor break reduces through slicing, and we don't wear any armor subject to being 'broken' anyway.


These two things would complete TKA imho. I would be a happy camper.
Rince_uk
Tue Jul 12, 2005 8:58 am
#9



I am Male Human TKM and almost Master Doc - I use nothing but BE Clothes with some attachments so use just the Innate Armor.


I hunt a lot so can tank quite well, now I know how to do it and what to be ready for. I spend a small fortune on food, drinks and spices and find it very easy to take the aggro simple by using the advanced Taunt - that works a treat.


Damage is as you would expect, not fantastic, even with the Necrosis & Katarn knuckles. It would be nice to see a little more damage so we can be a little more helpful in trying to bring mobs down, but not at the cost of losing any defences.


My main problem is my Mind - I have all Doc buffs I can use, and I take a combination of 6 Food & Drink that will all work together and have a CoB macro running that charges twice, incase I am moving and it fails the first time. My mind though, goes down really fast. If you are trying to tank 1 or 2 mobs, no problem, but if I am with a group and someone hits a picket lair, I am the only chance they have to stay alive. This can involve 5-6 (sometimes more) pickets chomping at me. They tend to hit for about 121 damage each time, and whilst I can keep my health up, my mind just goes way too fast.


It is a real shame this - either we need a mind boost that can be used once every 5-10 minutes (for these situations) or need to be able to take less damage somehow.

Message Edited by Rince_uk on 07-12-2005 04:59 PM

Message Edited by Rince_uk on 07-12-2005 05:03 PM



Rince / Tetasau
Tet's Rebel HQ Mall at -3965 3921, 900m from Theed, Naboo

Men have two emotions: Hungry and Horny. If you see one without an erection, make him a sandwich.


Types of Pooh | Stressed at work? | Curry Tasters Report | Words of Wisdom | Laughing Interview | 30 Things a Girl Would Never Say


OwNzErD
Tue Jul 12, 2005 9:07 am
#10

BE Clothes =Broken



__ __DeltaDawg_________________________________

FTW| SP

_____________________________________



.::.SpeederBike Pwnage.::.

Rince_uk
Tue Jul 12, 2005 9:09 am
#11

Not all mods are broken - for example, I have some trousers that have about +17 Terrain Negotiation and that works just fine



Rince / Tetasau
Tet's Rebel HQ Mall at -3965 3921, 900m from Theed, Naboo

Men have two emotions: Hungry and Horny. If you see one without an erection, make him a sandwich.


Types of Pooh | Stressed at work? | Curry Tasters Report | Words of Wisdom | Laughing Interview | 30 Things a Girl Would Never Say


After5CST
Tue Jul 12, 2005 9:20 am
#12

Not quite as skilled as the above posters, but here's my take.

Server: Bloodfin
Race: Mon Calamari
Armor: Innate, whatever clothing I feel like wearing, no mods.
Template:
TKM /
Doc 4xxx /
Fencer 1xx2 (working towards master, got bored with MTK/MDoc ) /
FS ( Healing, Melee Speed, Scouting ) /
Artisan xxx4 ( dropping as I gain towards Fencer ).
Currently level 65, travel grouped with an 80.

Aggro:

Extremely difficult in a group with high-damage dealers ( Swords or Rifles ). Even Taunt doesn't do any more than a small momentary distraction, and with critters on the move, Taunt range is too small to matter. By the time I've caught up to them, the Rifleman is standing still, the critter has caught up to him, and the critter is by now mostly dead.

IMO, TKA needs one or more of the following:

1) a high-damage attack, to help sustain aggro.
2) Taunt with significantly increased taunting ability and increased range ( 15m? 20m? )
3) An area taunt, with increased taunting ability.
4) An overall change to creature AI to consider Melee characters are more significant threats than ranged characters. (Not a good suggestion, but a suggestion).

I can understand that TKAs aren't supposed to be severe damage-dealers, but until we get some improved method for securing a foe's attention, our high defensive abilities aren't worth squat. The closest parallel I can think of would be if Rifleman had no armor certifications at all, and was expected to go take another advanced cert just to be able to wear armor, so he could live long enough to do his job ( damage dealing ).

Tanking:

More than sufficient when coupled with Doctor 4xxx. I can tank up to three equal levels without a problem ( 65-ish when ungrouped, 80-ish when grouped ), without assistance. I stood toe-to-toe with a L84 FS Crypt-crawler while grouped ( L80 partner was dead, cloning and returning, so no assistance other than levels ), and fought to a draw, barely winning out after a long battle, exhausting my mind and action. Going toe-to-toe with a Level+4 and surviving, in my book, is a strong tank.
darmokVtS
Tue Jul 12, 2005 10:32 am
#13

Species: Human
Template: TKM, Master Pikeman, Master Brawler, Swordsman 0434
Armor: TKA Innate Armor

Works very efficiently as a tank, both in the damage-taking and aggro-holding department.

when tanking a single mob all I need is the single target taunt to maintain aggro vs. whatever damage is thrown at the mob from groupmembers and heals are tossed my way (basically: this very much looks like it is working as intended). Only thing the tank needs to realise, this ability is not only to GAIN aggro, but should also be used during the fight to HOLD aggro, no need to chase mobs that the tank "lost" if the tank taunts often enough to not lose the mob in the first place.

When tanking multiple mobs I naturally have to either use an aggro control ability working vs. multiple mobs, /areataunt OR the group needs to be built appropriately to either reduce the amount of mobs we have to deal with at the same time to 1 or having additional tanks if 1 cannot be reached (we used this approach in the DWB, mezzers taking most mobs out of combat while I was tanking the current target with only using the single target taunt - areataunt breaks the mezz :-P -, worked just fine).

Basically: Tanking works just fine with any tkm-based template as long as the group the TKM tanks for has some sort of reasonable setup. There's absolutly NOTHING wrong with the game requiring good designed groups for high-end PvE, I do not see any reason to fiddle with any tanking relevant portion of the game, a well working situation can easily end up with some huge mess if some sort of work is done here without any need .

Message Edited by darmokVtS on 07-12-2005 07:46 PM




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
Page 1 of 5
Previous Next