Teras Kasi Archive
Thread: Focus Thread Tanking as a TKA.
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
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
& please not the request that you must include template & species in the post. It will help me alot gathering the information.
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
Message Edited by Maystudly on 07-12-2005 07:02 AM
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*
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.
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
Message Edited by Rince_uk on 07-12-2005 04:59 PM
Message Edited by Rince_uk on 07-12-2005 05:03 PM
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.
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