Teras Kasi Archive
Thread: TKM Tanking Proposition
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XrioT
Mon Jun 06, 2005 1:04 pm
#1
If Teras Kasi is truly going going to be the tanking profession, they need to be able to tank anything in the game at least sufficient enough such that 2 or 3 docs healing can keep them alive. Being 1-hit killed by anything >CL 95's with as many high level creatures around pretty much negates the profession. Ranged are currently able to take on these very high level creatures with good tactics, so they don't need the TKM's for the lower level (80's) mobs that TKM's are currently able to tank anyway.
My Suggestion, either give TKM's increasing armor based on the level creature they are fighting, at least enough to take five or six blows from these high level creatures, or make the TKM's current armor + CoB value the new static armor value and make CoB give a +100 dodge attribute instead (although a single hit when connected would still take down the TKM by a high level mob in this second case)
How abouta combination of both?
How abouta combination of both?
Something like, CoB = 50% dodge rate, innate armor = (innate armor + (creature CL * 7)).
This would give the TKM's the extra 500 defense needed that they currently get from CoB when fighting lvl 80 creatures, but provide even more defense as the creature level increases beyond that. As long as it was enough to take a couple blows from a high level creature, the CoB's 50% dodge could manage a couple extra attacks from the creature in between doctor heals. This would take great skills on the doctors part to keep the TKM alive but at least would help them fulfill the tanking role.
If a few hundred extra defense isn't sufficient for a lvl 100 mob, the formula could be something like this instead.
CoB = 50% dodge rate, innate armor = (innate armor + (creature CL * ((CL/10)-1))), which would give the same 500 or so defense against CL80, but provide a significant increase as the creature level got higher. A CL 100 creature would put the TKM up to 900 extra defense, which may be more sufficient assuming any defense cap is removed for strictly TKM's.
CoB = 50% dodge rate, innate armor = (innate armor + (creature CL * ((CL/10)-1))), which would give the same 500 or so defense against CL80, but provide a significant increase as the creature level got higher. A CL 100 creature would put the TKM up to 900 extra defense, which may be more sufficient assuming any defense cap is removed for strictly TKM's.
I am happy with our ability to tank 80 LVL creatures at TKM level, but in order to be effective as the games 'tank' we need to have the ability to tank anything for at least a few hits.
Yes? No?
maRRsTu
Mon Jun 06, 2005 2:40 pm
#2
Right now TKM is as good as a tank as everyone els minus COB, which does not require many SP, somthing needs to be done to increase our tanking abilities. Change that silly 1 hit kill thing it makes melee obsolite, ideas I have come up with is give us more innate armor and allow us to increase it further with CAs. And your idea of increaing CL works also.
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