Teras Kasi Archive
Thread: TKM (PvE) TANK IS ESSENTIAL TO GROUP
Jocephus wrote:
No.
I do not have "monkey boy" tattooed on my forehead. Do your own research. I don't have time to go scouring previous posts so I can satisfy your needs. I read it 2 weeks ago & I don't remember where. If you want to find the quote search for it yourself.
Jocephus wrote:
No.
I do not have "monkey boy" tattooed on my forehead. Do your own research. I don't have time to go scouring previous posts so I can satisfy your needs. I read it 2 weeks ago & I don't remember where. If you want to find the quote search for it yourself.
I'm quite suprised that you know this... I don't even think mankind00 has heard this yet.
I'd like to see a quote as well...
AtraJedi wrote:I played a TKM for a year on SWG. I also played a Monk in EQ2 for 4 months. Although VERY differnet games, Monks and TKM's were kin.With the CU, A TKM is much more like Monk in EQ2. A Monk is an avoidance based "tank", while other classes in EQ2 were mitigation tanks. (Note: Monks were a debated tank many players thought they were DPS).TANKS ARE ESSENTIAL!With group sizes being limited to 8 (I think that is correct), the TANK and HEALER are anchor positions. Basically, a group cannot function at 100 percent without these two anchor positions, making the TKM and BH ESSENTIAL for groups as tanks.Thus, as a TANK, we are essentially LEADING the group. Our PvE job will be to:
- Initiate attacks on PvE encounters.
- Keep Aggro of the mob on US and OFF everyone else.
- Allow other gorup members to perform their functions (DPS or CC).
- Keep healer safe while the healer focuses on healing YOU.
- If the TANK goes, it's likely the group will WIPE.
I'm not sure how this will factor into PvP since you cannot "taunt" or attract attention of other players who will most likely go for the group healer FIRST.
INITIAL IMPRESSION OF CU
- On paper, I love it! I just came back from EQ2 (EP3 got me excited). The combat system in EQ2 was far more fun than SWG as it currently stands. (Note: EQ2 does nto have PvP)
- On TC, I almost CRIED! I logged onto test center, configured my TKM and went out to battle. It took me about 15 minutes to take down a lvl 28 mob where I was lvl 54. I darn near had a heart attack after viewing the animations (or lack of).
- Keep in mind that TC experience was limited, VERY LIMITED. I think I was most shocked by the lack of animations but it IS on TC. I'll need to go back and actually play it.
Anyway, bottom line is... TANKS and HEALERS are essential to any PvE group. I'm nto sure about PvP yet.
Atra
i will agree 100% with you as my background are role based games, the problem your going to see with the SWG community is the majority of players DO NOT understand "ROLES" all they understand is "ME", "ME", "ME" "ub3r l33t pwnage" and whatever stupid lingo they use. Look around and youll even see people posting questions like "What is Crowd Control?" that alone should key you in on the type of player base SWG has WHICH is why allot of them rant and whine about the CU!
- Players in SWG are not use to group roles
Correct. It was a major adjustment for me to go from SWG individuality to EQ2 group role. I remember my first group in EQ2 and I had no clue what I was doing. So it did take some time to adjust. However, when playing SWG, we had groups ranging from 8 - 20 players and it was chaos next to EQ2. Players just kinda killed what needed to be killed with no ryhme or reason (if there were multiple mobs). Especially going through DWB... there was no real plan of attack just make it from room to room and who ever needs healing, heal them. I don't think I used "taunt" once while playing SWG. - Solo Content
Yes, one of the major drawbacks to group roles is playing solo and lookign for solo content. And a lot of players like to solo in both SWG and EQ/ EQ2. EQ2 made the mistake of including mostly group content which upset a LOT of players that either 1) had a hard time grouping or 2) could only play an hour or so every few days or 3) had children where anything could interrupt your game. Currently, most of SWG is solo content with the exception of Krayt mobs, DWB and the shuttle thingy (sorry it's been a while since I've played). I remember heading to Dath to kill Rancors for cash... players were forced to GROUP to get missions that could actually be played solo.And should a single TKM be able to kill 8 charging rancors on a lvl 100 mission? - Do we have necessary Tanking skills?
One of the most useful posts was a lit of the new TKM skills. I agree, we do not have the proper skill sets to be able to tank effectively. I'm not sure how the CU will measure hate but I assume hate will be generated from 1) taunts 2) damage 3) healing. I'm not sure how much hate a taunt will generate compared to damage or healing. In EQ2, many new tanks strgguled with keeping aggro and we eventually learned there was more to tanking; namely, keeping aggro was more "managing" the encounter rather than mashing buttons. - Eight Member Groups
EQ2 had six players to a gourp. SWG will allow eight (I think). If so, it's up to players to determine what an effective gourp is. So, will we sit around with "54 TKM LFG" all the time? Well, not sure. But, if we can keep two skills, (such as MD and TKM which I am) I think we can define our role in the group. So in my case I can be either tank or healer.
In addition, with 8 players we can have a tank, off-tank, 2 healers, CC DPS etc... Since players play multiple roles finding a gorup should be easier.
DrBonzai wrote:
Too many people are crying that the sky is falling.
People need to remember that the CU is still in beta and that the devs haven't even ballanced out all the professions in the CU yet!
DrBonzai
actually I would call it in alpha. The Beta release is scheduled for May 5, with a go live date about 4 months later
Message Edited by Nerz on 04-22-2005 01:59 PM
DrBonzai wrote:
Too many people are crying that the sky is falling.
People need to remember that the CU is still in beta and that the devs haven't even ballanced out all the professions in the CU yet!
DrBonzai
God I hate dabblers. I do this (software development) for a living. Let me break it down into cold, solid, easy-to-grasp English: It is 12 days until delivery. The CU MUST be there for Rage to work. There is NO MORE TIME. The CU as it appears on Test is the CU that will go live -- barring bug fixes and MINOR tweaks.
The level system is here to stay. The lack and ineffectiveness of TK moves is here to stay. Our inability to tank -- here to stay. If we're LUCKY they'll have time to adjust the NPCs and PvE enviroment to make it marginally playable -- as it is now, there's absolutely no way to achieve a master elite profession in less than several months. 2 day masters are bad, but 3 month masteries are WORSE.
They do not have the time to make major design changes anymore -- doing so, if they were insane enough to try will just ensure the launch is buggier than test is now.
Don't give me that "It's still in beta". If this was closed beta, with a release date three months off, I'd agree. This is open beta 12 days from launch. The game -- as configured on Test -- sucks worse than anything I've ever seen. The core design is riddled with flaws, and the PvE experience is atrocious.
And don't you DARE claim I'm 'biased' because my profession got nerfed -- yeah, TKM is useless. Unable to tank, unable to damage, unable to hold aggro -- boring to boot. But compared to crafters, we're on easy street.
The whole CU is borked beyond words, and there is no time to fix it -- and they can't pull it without delaying Rage. I've been playing it daily, under a mix of professions -- it's utter garbage, inside and out.
A word in the Dev's defense -- modifying a mature program is among the hardest tasks for a coder. It was obvious from the original CU documentation that great care was taken when designing the new changes. However, the CU isn't what they spent all that time on. Rather than modification, they were tasked with replacing the entire combat engine at the last minute -- with the unsurprising result of screwing up virtually everything but PvP. I don't blame the Devs, I doubt it was their call -- most coders take pride in their work and I doubt any of the Devs on the CU do. I blame their management, their supervisors, and their marketing departments.
Sadly, when the subscriptions drop, I doubt those truly responsible will take the blame.