Teras Kasi Archive
Thread: Focus Thread Tanking as a TKA.
race: Twi
template: Teras Kasi Master/Master Doctor/Brawler 4044/ FS: all speed, ranged defence, melee defence, 1 box of acc atm/
armor: use innate cause i prefer to look good, most armor is just bleh
Anyway, i have foudn that the most powerful taunt in this game is Bacta shot. No, i'm not joking i'll let teh rifleman use their big guns and waht not because as soon as tehy get hit hard, you land a heal and all teh aggro's hate you, then i'd say 75% of the time i can hold aggro from a group by healing myself while i run cob. i'm not out there to do damage and i have no dillusions of it, my aim is to keep as many people in the group alive as possible and those i fial for back up on their feet asap. this temp is very self sufficient and if done right you can take hits till the cows come home using a well balance between infusion and shot.
as for what i'd like done? make the taunt in SWG more like that of EQ2 which enables the tank to rip a mob to them and not just distract it for a couple secs like here.
Adding an ab spice imo was a bad idea. Melee professions are screw over enough all ready. Why wasn't there a root slice?
In the end, its a trade off. No cost good armor with clothing mods or costly good armor with slices.
If a humble "ranged weenie"/MCH can intrude in this conversation:
You all need to check out the changes to CH in the In Testing thread. One of the developments there seems to create another situation where pets will be the premier tanks in the game, and it's because they will have, in effect, a working taunt that TKA does not have now.
Well, as it turns out according to Ko-aIri, the CH corr, the way pet aggression is working on TC right now is a bug. As it stands, pet aggression holds hate 100% of the time, which obviously beats the taunt command's performance to smithereens. This is not as intended, it's much more powerful that it's supposed to be, and a fix is on the way.
Still, I think you guys need to SCREAM at the devs and demand that you be given a taunt that works in a group and gets the hate back to you so that you can peform your role as a tank, not spend all your time running over to the rifleman desperately trying to get the attention of the mob so that you can take the hits so the rifleman doesn't have to.
TKAs SHOULD be the premiere tanks in the game, but right now they can't fulfill that role very well in a group because of a taunt command that isn't very effective in keeping a mob's attention.
My TKM tends to solo, but my Doc/CM duos with my wife's TKA
Her template Human-MDoc/brawler/TKM-TIA my toon MDoc/MCM/Pistol0004
She cannot hold aggro if I open up with my pistol. I only have 0004 pistoleer on that character and am using a fairly average pistol. We did the Ryatt trail together and I burned through a full set of armour because the damn spiders jumped me every time I fired a few shots- even with her hitting, taunting and healing. It was very hard to keep aggro on her.
They need to add more 'hate' to some of the TKM moves imo.
(I know it's probably not themost popularcomparison, but we also now play EQ2 where I have a tank. He has 5 different moves that 'taunt' the enemy and three of them damage it too. I can hold aggro there, unlike her TKM here.
)
Species: Zabrak
Proffessions: TKM, Master brawler, master fencer, 2100 swordsman, some FS skills
Armortyp: TIA
Tanking ability: I can tank anything below cl 85, if they are not too many (more than 3)(provided I am grouped)
.
Holding aggro: So-So ... to get aggro of the damage dealers (ie. rifleman) I need to use Taunt then slap on area taunt and maybe hit it a few times, then MAYBE I can take the aggro of them. For a tanking profession, we sux. Why? Because we have to RELY on other proffession to be able to tank (ie. hold aggro). As it is right now, a swordsman is a better tank (area taunt that works ... sure, they have less defence, but more damage output ergo: more hate).
In a group fighting multiple targets, I need to tell the group to not move out of 6 meters from me, so I can take aggro of them (hopefully) wich totally negates the idea of tanking. A tank is the one that stand a bit AWAY from the rest of the group, keeping the aggro, so that the others wont get aggro/take damage. A tank isnt supposed to be a damage dealer, but for crying out loud, we need more damage so that we can actually hold AGGRO.
I find it extremly annoying to run after my group members just to try and take off aggro (sometimes it fails, becasue the groupmember take alot of damage, and thus runs away, wich means I need to run even more, even though I always tell them: stay put, I will take aggro off you (eventually). This is not what a tank should be doing.
I can take a lot of damage, I love that. I also love the ability to not use armor, if I so choose.
I suggest swapping the taunts with swordsman (they get single, we get area). I also would welcome a change to the taunt (generate more hate). I wouldnt mind an attackwith "inbuilt taunt"ie. taunt attack(combo attack?). Other than that? Nothing major
MTKA, Doc 3004, Swordsman 0004, Fencer 0404.
Armour: None
Species: Human
Tanking is simple, in a group i have to heal to get aggro, otherwise i lose aggro to ranged professions everytime.
Taunt helps, but on really tough mobs (CL85+) when i need to be holding aggro, i can't unless i use medical skills.
The problem i have is that i cannot taunt multiple mobs succesfully and hold their aggro, we have no aoe damage so i have to keep switching targets, and that results in chaos.
Basically TKA is not a tank right now, we are a very tough profession who do about as much damage as an asthmatic kreetle.
0 problems tanking and holding agro.
Template
TKM/Sword 0434/Doc4004
Force Sensitive Skills
Melee Defense 2/Melee Speed 4
Species
Human
Food/Buffs
Action Buff, Speed Buff, Blob Candy, Brandy, Booster Blue, 1100 Stim Ds, Ruby
COB always (Center Of Being for that guy above this post)
"occasional" Improved Bacta Infusion when it getshairy.
Weapons of Choice
Necrosis Nightblade (+10 Unarmed Speed/+10 Unarmed Damage)
Scythe
Both sliced for 2x damage, 2x speed, and SAC puped to around 60ish.
Clothes:
Unarmed Accuracy +1 & General Melee Accuracy +1 Belt
+14 Terrain Negotiation & +14 Unarmed Damage Shirt
Skirt no mods
Gloves no mods
Boots no mods
Rebel Marine Backpack
No Jacket/Vest
No Headwear
Armor Used
TK Innate Armor
The Toolbar Setup - caps are line 2
f1 - Improved Sweep Attack
f2 - Melee Hit (Default attack)
f3 - Improved Critical Strike
f4 - Advanced Armor Break
f5 - Loot Macro
f6 - Improved Head Hit
f7 - Advanced Dizzy Attack
f8 - Improved Bacta Infusion
f9 - Improved Bacta Jab
f10 - Improved Bacta Shot
f11 - Knockdown Recovery
f12 - 1100+ power Stim Ds
F1 - Misc Food (Blob)
F2 - Misc Food (Brandy)
F3 - Misc Food (Ruby)
F4 - Dismount
F5 - Swoop
F6 - Misc Food (Parawan)
F7 - Burstrun
F8 - Heal Wound
F9 - Health Buff
F10 - Action Buff
F11 - Mind Buff
F12 - Speed Buff
The Tanking Test
...has solo'd necrosis.
...has tank'd ancient krayts.
...has solo'd ancient krayts.
...has tank'd 12 lvl 82 Bols.
...has tank'd 3 lvl 88/89 Black Suns.
...has tank'd 20 Urn'sor Beetles.
...has solo'd the gorax.
...has solo'd Peko Albatross.
Message Edited by Denate on 08-11-2005 04:44 AM