Teras Kasi Archive

Thread: Focus Thread Tanking as a TKA.

Melakum
Wed Jul 13, 2005 5:05 pm
#27

I think even more then a spin attack Mankind i do believe a stun attack would help TKM out greatly, i would opt to get a low level spin attack, and an advanced stun attack in place of Unarmed Combo move, honest to god wed be better off, hehe come on Mankind00 help us out man lol, this is what we need





Melakum
Master Spy
Former Teras Kasi Master

Elder Player (Pre-Order, Pre-Publish Six, Pre CU, Pre NGE, and still here)

Master Spy -JKO-

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ga1352
Thu Jul 14, 2005 10:55 am
#28

Wookie TKM, MS, Doc 3xxx (cause of fs)
using Innate Armor

sometimes when in a really good group we would basically spam area's on the lair of bols and I would use area taunt to keep the agro. What would end up happening is the docs were getting agroed because of the healing con. Now just yesterday I respeced the doc in my template from pike def IV. I want to try this method again with also me healing I think I'll be much for effective.



There is no death; there is the Force.Spetygeyy,Jedi Elder
The Jedi is the crystal of the Force. Pociny, Crafter
The Force shall set me free.SYN CITY Talus: 635, -413
All are intertwined. You are one.
Chessack
Thu Jul 14, 2005 3:22 pm
#29


FernGully wrote:
I could see Area Taunt in Pikeman. But swordsman definitely has me scratchin my head.




Yeah exactly. Pike I could see -- "crowd" control and all that... I'd still think TKA should have it too but at least I could see it... But Sword??? That just makes no sense to me.

C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
After5CST
Fri Jul 15, 2005 12:19 am
#30



Chessack wrote:
In summary, we're working OK as a tank class, with the exception of aggro holding. The problem, of course, is that half the job of a tank is to hold aggro (the other half being withstanding the aggro once it comes at you).


Bingo. Great summary. *gives Chessack a cookie*
FernGully
Fri Jul 15, 2005 12:32 am
#31



After5CST wrote:


Chessack wrote:
In summary, we're working OK as a tank class, with the exception of aggro holding. The problem, of course, is that half the job of a tank is to hold aggro (the other half being withstanding the aggro once it comes at you).


Bingo. Great summary. *gives Chessack a cookie*




Yuppers. I think its important to emphasize the multi-target aspect of the aggro thing, too. It really feels to me like the area taunt belongs in TKA. Buff up the effect of taunt all around, and put area taunt in TKA, and we're in good shape.

Any time you ask for something to be "upgraded" like we're obviously asking for taunt to be, you have to sorta look at things from a dev perspective and ask "Hmm, would this be unbalancing?". With Taunt, I don't see how this could possibly be the case.



---------------------------------------------
Tight Goatfinger - Zabrak Teras Kasi Mystic
Waxen Wane - Reformed Force Choker of Gungans

Proud Intrepidean since Launch

"Luminous beings are we...not this crude matter."

Chessack
Fri Jul 15, 2005 12:59 am
#32

I personally am quite confused as to why they would stick area taunt in the non-tank melee class' skill tree, and give a crappy watered-down taunt to the primary tank. I mean... if swordsman wanted (for some reason, which I am not sure why they would given they are not "tanks") to pull aggro, they can do a LOT more damage than a TKA can, so why do THEY get the better aggro-enhancer?

That has never made any sense to me. In City of Heroes, there are 2 melee profs -- tanker, who is, well, a tanker, and scrapper, who has some defense but, like swordsman, is offensive primarily, and the defense is secondary. The scrappers (offense over defense) have single target taunts, while the tankers (defense over offense) have AOE taunts. That makes sense... the way SWG has it, doesn't.

C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
Aeon_Calcos
Thu Jul 21, 2005 6:30 am
#33


Keldonn Creep - Chilastra

Twi'lek

TKM , MD

TIA


I can stand toe to toe and survive longer than pretty much everyone who doesn't have avoid incap/kill against single high level mobs.


Honestly the only problem i've ever run into pve wise. Things i can solo i can not tank when i'm with a group. For the simple reason i can't keep the mob attacking me and just me Unless i'm working with an extremely heads up group, using a voice chat program, and i strategically use taunt. Now my job as a tank shouldn't be that complicated. Damage dealers play no differently solo than they do grouped, neither do healers, but tanks have been tasked with the role of making up for the ignorance of the rest of the group. And without the tools to do so.


I'll simpley just put it out there. I dont need damage to hold agro, healing others seems to allow me to eventually tank large groups of mobs but at a severe cost to my mind pool but that can work for me. As fights with 10-20 mobs usually dont last long enough to drain me... less it's the dwb, and if you're taking on that many CL 87s-94s someone in your group seriously screwed up, and you all just need to die.


For example ... Pistoleer uses stopping shot, everyone goes nuts spamming high damage attacks, as stopping shot is about to wear off they stop spamming high damage and you taunt the mob back to you. --- If taunt is "intended" to be used strategically, like this example, then there needs to be a visual cue (for taunt) to tell people this is the point where you need to let the tank do enough damage to get a good grip on the mob, before you repeat the process.


Now if taunt is "intended" to be used over and over and over again on the mob to keep you at the top of the agro list, It's not working properly, As i could start a fight with a taunt.... not attack... wait for the recycle timer... taunt again... then someone else could use ranged shot and draw agro from me. Now two successive taunts should be enough to allow people to do quite a bit of damage before you lose agro. This to me seems like it would be the prefered method. So long as the tank maintains successive taunts he should not ever EVER lose agro. Less some Master Healer jedi uses like group heal or Defender uses avoid incap. Or someone who's doing much higher damage than the tank is also maintaining a successive taunt string to be a "backup" tank in case you fail.


In my eyes severity of hate accumulation should be scaled as such

Damage<Healing Damage<Area Taunting<Single Target Taunting< Group Damage healing< Invincibility (Avoid incap)

Logic process is progressive as the fight starts to finish.


1.Highest damaging attacker is targeted

2.Mob begins to damagethe Nuker

3.Healer begins to heal the Nuker

4.Mob realizes that he can't kill the highest damager without taking out the healer first

5.Healer draws agro

6. Secondary tank area taunts

7. Secondary tank draws agro

8. Main tank taunts

9. Main tank's lesser damage but stronger taunt allows him to draw agro

10. Healer Heals the Main tank does not draw agro

11. Main tank re-taunts

12. Secondary taunt area taunts (does not draw agro)

13. Main tank can't be healed fast enough

14. Main tank falls

15. Mob targets Secondary tank.

16. Secondary tank's health gets low (group is about to lose their last tank)

17. Healer uses group heal

18. Healer Draws agro

19. Secondary tank area taunts (does not effect the mobs attention.)

20. Jedi activates AI

21. Jedi draws agro

22, Secondary tank area taunts (does not effect the mobs ateention.)

23. Jedi AI timer begins to run out

24. Secondary tank area taunts (draws agro)

25. Pretty much the point where the group either suceeds or fails.


As avoid incap should only be used if you're healer (rezzer) is about to go down. Things need to be clear cut. especially if grouping is the aim of the game.


Second huge issue for "TANKING" as well as allowing other specificmelee roles to fullfil their positions, is the mobs ability to area attack. It is simpley not balanced. Understandabley so Ranged mobs have Cone area attacks, while melee mobs have circular cone area attacks. Thus there is a possiblity to simpley have the group stand on the opposite side of the mob as the tank to keep them out of harms way. Assuming the tank can hold agro the rest of the group should be relatively safe. However when facing a melee mob his area attackscan be 25 meters circular around him. Meaning even if the tank can hold agro he's not fullfilling his role as anyone else in the range of the mob is still going to get hit. This is not tanking. So lower defense melee characters will dropas well as lower defense healers because often(not always) going to be in range of the melee mobs area attack attempt to fullfill their role. This can create an extremely chaotic evironment.


Simple solution give tka an ability that debuffs the mob ability to hit multiple targets with one attack. Doesn't have to be something that could be constantly reapplied maybe a duration of 30-45 seconds with a 35-55 second recycle timer would make it so that it wasn't 100% controlled, still keeps the dynamic of the area attacking high level mobs. But in the same instance it allows tanks to take the damage of a dervish while protecting their group mates. To make it a little more fair the person applying the debuff could maybe take 5%-10% additional damage for nullifying the area attacks effect on their group mates.






Get Busy Living, Or
Get Busy Dying.

-Keldonn Creep
padme1967
Thu Jul 21, 2005 8:11 am
#34

Species: Human Female
Template: TKM/MD/Brawler 4040/Medic 4444and some fs skills
Armour type you were using : TKM Innate

Iuse foods for mind/action/health regen


I don't have any trouble holding aggro. If I am hunting with a heavy damage healer and my taunt timer is still recharging I toss heals which usually triggers the hate AI and gets the aggro back to me. In groups I seem to be able to hold 3 to 4 lvl 80 - 82creatures this way while taking very little dmg to myself. In long fights I would need to rest to let mind regen if I am having to do a lot of healing.


emptyminded
Thu Jul 21, 2005 9:01 pm
#35

Species: Human male


Template: TKM/Mpike/Mbrawler/2044 swordsman


Armor Type: Test run #1 TIA, Test run #2 7.1k RIS



I ran results off of CL 82 bols and Necrosis just to see "what would happen".


I also used +25 melee def/ranged def shirt, gloves, and boots.


I found a group at the MO and decided to try a bunch of high level bols. With the bols i could spin attack the lair with every MOB on me, I had COB running using area sweep from pikes coupled with spin attack I was able to hold aggro with carbineers and 1 riflemen shooting away. I had a cm to heal me (only 1000 cm at the time) and I was able to tank all of the bols. Using the RIS I found it was ALOT! easier to tank seemingly i had a rather substantial damage reduction than without armor.



For Necrosis i had a Mdoc on standby just incase something went wrong and to heal me when needed.The way this one worked, with TIA I was taking around 500 damage with COB, sword flurry, and synth. I was able to hold hate using a 1.1k VL and taunt when needed. WE did kill him and we went down once more and this time I used the RIS, with RIS, COB, sword flurry, and synth. I was taking about 425-450 (not sure on hard numbers) and with the Mdoc heals I was able to tank him long enough to finish him off.


I hope this helps.



-Tallon-

Mankind00
Fri Jul 22, 2005 11:51 am
#36

Keep this stuff coming please guys. Great info so far.



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SettingSun
Fri Jul 22, 2005 8:20 pm
#37


Human


Mcm/mtka/4xxx commando --Armor innate


Mdoc/mtka/xxx4 swords --Armor innate


mdoc/mtka/xxx4 fencer --Armor innate


mdoc/msword/x4xx tka --4800 Battle Armor


Innate around is nice, but not that nice. My battle armor is crap, but I only notice a little difference in tanking. I have better armor that is equal to innate, but I am waiting to slice it.


My problem with tka is damage out put or lack of. In many ways tka is like a melee version of BH, yet bh does great damage. I have yet to understand the harm in letting tka do more damage.


We have one good weapon, which is loot and not all that easy to get either. Its not a repeatable quest and weapons do decay. We have no craftable weapons past 40. Bare hands are a joke the damage is to low and the sac is to high. We also can't slice them or even improve them since unarmed damage mods don't seem to do anything.


Tka is bland.Its not fun pressing 1 or 2 speicals and there is not much tactics to it. The brother of tka is pike, which is everything tka isn't. You go warcry and stun and intimiate to help tank. You got a couple of damage specials single and area and some kd.


Dizzy doesn't seem to effect anything.


To hold argo you got to do damage or heal, taunts grab it for a moment then its gone. In most games tank attacks havebuild in agro, so even though the attacks might not be doing huge damage its holding the mobs attention.


When you come down to it the only thing you need out of tka is cob.Its a must have if you are going to tank or solo at all.


Game lag makes it hard to tell where a mob is, which is important to a melee type.


Also the Devs will never be able to balance the melee classes to each other as long as you can 3 elite.


Message Edited by SettingSun on 07-22-2005 08:22 PM

Bassnet13
Fri Jul 22, 2005 8:38 pm
#38

Bothan

TKM / MSwords / Doc 4-0-0-0

TIA

Primarily I krayt hunt with a single partner (Jedi Human, MDef / MSabers / Healer 3-0-0-0 / Enhancer 0-0-0-2, pre-CU saber, 4 excellent pearls, DPS 715ish). I can hold agro alternating Taunt and Area Taunt (from Swords). Using CoB, Sword Flurry, and some Def foods I can tank reasonably. With Doc heals, stimpacks, and Improved Force Infusion from my partner, I can effectively tank a Krayt (up to Giant level) indefinately.

I use a lot of skills from non-TK skillsets, but the primary survivability comes from Imp CoB. If I let that drop, I die, end of story.



Ki'ara Malevu - Retired
Reki'ara Malevu - Retired

Find me on WoW - Rekiara 60 Mage, Server: Ursin, Alliance side
Chessack
Fri Jul 22, 2005 10:02 pm
#39

I was thinking about this tonight. I was playing with a CM/BH friend of mine. The CM kept having to run and heal himself and everything because I couldn't really keep aggro. At one point while I was desperately trying to pull a mob off of him, this is what was happening.

The CM/BH was standing about 50 m away from the stormtrooper, shooting it with a gun.

I was standing right IN HIS FACE, raking him with my Katarn Knucklers.

Now, you're a player. You are in this situation in PVP - one ranged guy shooting you from a distance, one melee guy in your face. You, as it happens, like stormtroopers, are a RANGED combatant. Who poses the greater threat at the moment?

Seems to me, unless you have melee skills (which Stormtroopers generally don't), you'd be pretty worried about that melee guy punching you in the face. Melee enemies have KDs, they have armor break, they have a lot of nasty things they can do if you let them get ON you. In fact the FIRST rule of thumb for me when I was a ranged player was to take out the melee'er before the ranged guy... damage dealing aside, ranged vs. ranged I can deal with -- that's what a ranged class is designed for. But melee against me as a ranged player, that's trouble.

So why isn't the AI this smart? Animals, I might agree, ought to just attack whatever is upsetting them, but even there... shouldn't the guy in your face, present you with a serious threat (damage totals aside)? But at least animals, are stupid. Stormtroopers though, shouldn't be that stupid. In fact we know they are highly trained ("And look at these blast points. They're too accurate for sandpeople. Only Imperial Stormtroopers are this precise.")

It kind of reminds me of NWN... In that game, they set the AI up so, if an enemy has both a ranged and a melee weapon, and you get within melee range, even if he is primarily a shooter, he'll put the bow or whatever away, pull out the sword, and defend himself. In real life soldiers do this -- it's why they have bayonets on their rifles. They preferentially shoot, but if an enemy gets close enough, they switch to the bayonet... So why don't stormtroopers do something similar, and whip out a vibroknuckler or something to defend themselves when I get close.

I dunno, it just seemed to me, if I am standing up in a guy's face, KDing him and cutting into his armor and whatnot, he might kind of notice it instead of standing there with his back to me and shooting at a guy 50 m away...


C



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
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