Teras Kasi Archive
Thread: Unforseen aspects of becoming a tank
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Antaro
Thu May 05, 2005 4:21 pm
#1
I have noticed a problem now that the camping has started on the wookie homeworld. The issue is now that most of the missions are quest based we must complete steps that often involved fighting or killing mobs. This in itslef is not a prob. What I have found is that due to the nature of the TK having to close on its ememy in order to fight and our ablitys centered on holding the mobs attention we are helping the ranged players. We dont have the damage output to be able to do much more than keep the mob busy while the ranged players sit back and shoot our mob for the quest reward thus stealing any rewards and loot from us. ie.... when i hit a mob for 500 and hold its attention keeping it from attacking the rifle or pistol user they attack the same mob as me doing massive damage and earning the reward.
Im not saying nerf the ranged ppl... just saw a prob and hope it gets addressed
DEADCROW27
Thu May 05, 2005 4:44 pm
#2
They aint gonna fix it. Dont tank. Let it arrgo the ranged player.
Its more star warsy lol.
Its more star warsy lol.
UbifaA
Thu May 05, 2005 6:27 pm
#3
DEADCROW27 wrote:
They aint gonna fix it. Dont tank. Let it arrgo the ranged player.
Its more star warsy lol.
lol 
PeachCoulette
Fri May 06, 2005 4:53 am
#4
DEADCROW27 wrote:
They aint gonna fix it. Dont tank. Let it arrgo the ranged player.
Its more star warsy lol.
Haha,funniest thing I've read all week.
Only backside to this starwarsy feature is,I have to waste time putting the "addignore" feature to use
Milgram
Fri May 06, 2005 5:03 pm
#5
this is the same gripe swordsmen had back before the CU. We would go out to dath, and start soloing an elder, then lamer rifleman or jedi would show up, let us tank, and steal the kill. If you tried to peace on them, they would burstrun away. Basically, the rifleman would have a 50/50 chance of getting the loot (either you tank for them or not), but a swordsman had a 0% no matter what.
Galbatorix
Fri May 06, 2005 7:37 pm
#6
Personally...i hav found my template to be TKM and Master Swordsman...y? TKM holds the aggro off of the other ppl...makin it way more fun for me cuz i hav more to worry about...and also with the master swordsman...i am doin somtimes the most dmg out of the ppl in my group cuz i use Swordsman abilities while using my bare fists!!! It is still possible to tank and deal dmg at same time!!!
Fitzhume
Sat May 07, 2005 9:37 am
#7
The real problem, in my opinion, is that the developers have made it (post-CU) so that Ranged players can tank as well, if not better, than the melee professions. So not only is the melee damage lower, but the group doesnt even really need a melee to tank.
-Fitzhume
-Fitzhume
NightRaider
Sat May 07, 2005 10:40 am
#8
Antaro wrote:
I have noticed a problem now that the camping has started on the wookie homeworld. The issue is now that most of the missions are quest based we must complete steps that often involved fighting or killing mobs. This in itslef is not a prob. What I have found is that due to the nature of the TK having to close on its ememy in order to fight and our ablitys centered on holding the mobs attention we are helping the ranged players. We dont have the damage output to be able to do much more than keep the mob busy while the ranged players sit back and shoot our mob for the quest reward thus stealing any rewards and loot from us. ie.... when i hit a mob for 500 and hold its attention keeping it from attacking the rifle or pistol user they attack the same mob as me doing massive damage and earning the reward.
Im not saying nerf the ranged ppl... just saw a prob and hope it gets addressed
I solved this one easily since I am Master Smuggler alsoI just aggroed everything in the area and ran to the ranged guy and used feign death. ThenI just watched as he ran away with a train following him.
Unfortunately not everyone is Smuggler so just stop holding aggro and stop attacking, then lead the crature towards the ranged player.
Ripstinger
Sat May 07, 2005 11:22 am
#9
When they finish porting over the EQ2 base I figure we will end up with some type of group or individual locked combat, at least on the quest mobs.
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