Tanking 101

Discussion in 'Paladin' started by ARCHIVED-Loki Firestar, Nov 6, 2007.

  1. ARCHIVED-Loki Firestar Guest

    "Praise the Lord! There's nothing like a good whooping to start your night off right." -Sir Buzzing Meatshield October 2007 said to his fallen comrades while he himself lay dead at the bottom of the steps-
    -Your Job-
    "It's hard being the tank... Everyone always hates you." Well it is your job after all. You decided to take the role of the guy at point, the one in charge and the one to take all the hits. You don the heaviest armor and manage to live threw the hardest hit a creature made of pixels, controlled by some server and thought up by a computer nerd that gets a kick out of torturing his fellow computer nerds can throw at you. Your job above all else is to piss off anything and everything in your wake and path so much that you are number one on that little punks hate list. Out of all the people trying to kill him he should want you dead first, after all you do get the best armor to do the job. But now that you know what your job is, next on the agenda, getting that job done.
    -Taunts-
    "What were your parents thinking when they had the likes of you! I mean come on! Me grandmother could hit harder then that." Taunts are given to the fighter at the earliest of stages in growing into that brave sir knight you have always dreamed of. Poke them in the eyes, call them names and flip them the bird, whatever it is that you can see your lovely plated cuddle bug doing should be done often. These useful combat arts are generally given a value to them that will help you to aggravate your enemy enough to stay on you instead of your trusty mage friends (agro control). These combat arts are generally on a fast recast timer and won't cost you much of your power to use. Moral of the story being to use them whenever you get the chance and as often as you possibly can. Don't waist a tool you have designed specifically to help you maintain and hold agro. It is designed for the sole purpose to help you do your job.
    -Damage-
    "I just tried to chop your head off! Are yeah paying attention now!" What better way to get someone's attention on you then to kick them in the face. Calling someone names just won't be enough to convince anything not to mash your finger wiggling friends after they set fire to them and all there little friends. Try to get your damage per second (DPS) up as high as it will go at all times. Along with the funny looking tin can suit, tanks get the big guns! Try to stick to a slow weapon with a high damage spread on it. You can get haste from group or raid members to speed it back up. You can also try to get some gear that will boost your haste and help even more to swing that heavy sword or mallet. Don't underestimate your auto attack, it will prove to be one of the largest portions of your damage and a good way to get some extra health or power if those are the adornments or special traits that they have on hem. It is also really good when some mobs stifles you and you can not use your trusty combat arts. Give yourself some time to recover between your combat arts to swing that thing. You can actually use that expensive sword that you bought last week. You can even talk your group or raid into giving you the spells to help you do more damage as your more squishy counter parts will be able to do more damage alive then they would do dead.
    -Heals and Wards-
    "And you thought you could kill me... pffft." Some classes like Paladins get healing and warding spells to give them health or stop them from taking the damage in the first place. Other classes would have to take advantage of there friendly Alchemist or find some armor that will give them some health or ward some damage whenever they are being hit or some weapons will heal when you are attacking. I can't imagine how annoyed I would be if the very person I was trying so hard to kill and devour his pathetic little soul was the very person keeping himself alive the whole time. If you ever pick a fight with a healer you will find out what I mean when I say that.
    -Utility-
    "Quickly Batman! Use your auto retracting belt grappling hook to scale that building!" No we normally wont have Batman's belt or Ironman's trusty gadgets but we all have some skill that will help us to do our jobs and make everyone else's just a little bit easier. Sometimes you might be able to steal some of the agro from another player or prevent all damage to yourself for a short period of time. Whatever it is that SOE has so kindly given us to better help us do our jobs we need to be using it. If we don't it is just a giant waist. Try to remember that anything you do in a fight short of standing there is going to piss the baddies off even more. Not using those extra skills means that you are not working to your full potential.
    -The Pull-
    "Incoming Alzid Prime! Mash his face in and drink his blood from a chalice made of bone!" Location Location Location... Some mobs blast in an area of effect and you have to make sure that he is far enough away from all the other squishy people that they will not be effected by the blast and take much less damage. Some will knock you back and you need to mash yourself into a corner so that he does not kick you like a football into the next room and place you in a sticky situation. Some even have a major repose or counterattack anything that hits the front of them. So you will need to have his back to everyone else to prevent anything bad from happening to them by mistake. A basic rule of thumb for pulling is to body pull everything that you are not positive what else is around or could happen if you do. Just creep up to ugly guy until he gets pissed at you and runs to come kick your butt. Pull the mob back a bit to far into the group or raid and when they get to you run back behind the so that they turn around with there backs facing the rest of your comrades. Pull yourself into your trusty corner (best to scope this out before you actually do the pull) and commence the whooping of the baddie. Make sure that your corner is not to far away from the rest of your part and that there is very little to no thing in the corner with you that will block the view between you and your healers. That pull will cover you for about 95% of the content in any game. The rest you will have to play around with until you find what works best. It's part of the fun to find the ones that can be hit with a friends trusty pet to have them come or if you need to have them split using another tank to help. Some dragons you even need to stand under his belly to avoid being whipped by the tail or lit on fire by the breath weapon.
    I wish you all the best of luck and happy hunting.
    -Sir Buzzing Meatshield-
  2. ARCHIVED-Raston Guest

    ok, I liked that. :)
  3. ARCHIVED-betatester7 Guest

    Nice nice, is going to be tanking 101, part b? or advanced?

    good job
  4. ARCHIVED-Loki Firestar Guest

    There has been a lot of quests as of late from players just wondering how to play there a tank. Wanted put this out there for a good base line. If you guys want can write a part b for the more advanced parts of tanking but it would be pali based (changes with class lol) glad you liked it
  5. ARCHIVED-Falcon_426 Guest

    Great post. It has some excelent information for the young tank and it was a chuckle to boot:)
  6. ARCHIVED-Zent Guest

    Excellent post :D

    I vote for a sticky.
  7. ARCHIVED-Excalibre3377 Guest

    A mighty fine read Buzz! FYI: Stickies don't happen anymore... but wikis do. It would be awesome if you could keep your new guide updated over at the EQ2 Paladin wiki. /wink
  8. ARCHIVED-Loki Firestar Guest

    Oisin@Permafrost wrote:
    wow it's already there MUAHAHA magic!!
    just kidding thank you so much Oisin
  9. ARCHIVED-Loki Firestar Guest

    WOOOT thanks guys we got the sticky
  10. ARCHIVED-Loki Firestar Guest

    wonder how many people have read this over the years... Still true for a starters guide lol
  11. ARCHIVED-Seidhkona Guest

    This is my version.

    Tanking 101

    Preparation

    To start with, before your group heads into battle, get your buffs from each member. Many classes have helpful buffs that make you more effective as a tank. Ask questions about what folks place on you so YOU know which buffs are helpful, and so you can ask for them later in other groups!

    Aggro

    The job of a tank is to HOLD AGGRO. You are not there to deal damage to the foe really, you just have to hold aggro so it doesn't eat the rest of the group while THEY kill it.

    That being said, pretty much 1 point of hate = 1 point of damage. There's no way a tank is going to dish out the humungeous damage that, say, a wizard nuking can. So you also have other tools in your repertoire to help you get more hate than you can acquire simply beating on the foe.

    Some tank classes have stances that increase hate towards the tank. Paladins have a spell callled Amends that lets you have a percentage of the hate of another member of your group. Some tank classes get hate by being hit. Read through your spells/combat arts, and see what each of them really does.

    All tanks have some taunts. Some have more taunts than others. When you pull, you start off EARLY on the mob. You want to get it hit once and taunted at least once as you pull. The hit establishes you on the hate table, and the taunting adds to the hate you have directed at you.

    Another trick is that some classes, such as Swashbucklers, can do a HATE TRANSFER. It's basically a buff that transfers some percentage of the hate they're getting to you instead.

    Selecting a Place to Fight

    Another critical item when tanking is that you are the one who keeps the group safe. And it's your responsibility to position the group in a place that you can safely fight without getting adds, so you learn to pick a good place to fight in.

    Usually the way you've just come is clear of foes - presumably you killed them on your way in - but you kind of keep an eye out for adds or repops that way.

    Turning the Mob

    However, the way your group is headed is full of foes, so it's a REALLY good idea to turn the mob after you pull it. This leaves you, the tank, between your group and the foes further in on your path, so that anything that wanders up will hit you first and not the lightly-armored healers or casters.

    You also need to turn the mob for the safety of your group. Anytime the foe ripostes, or does an AOE attack, if the thing is facing AWAY FROM THE GROUP, only the tank gets hit. Your healers need to focus mainly on healing the tank, so you want for JUST the tank to take damage if possible.

    And turning the mob is critical to allow your scouts to do the most damage. All the scout classes have flank or back attacks that usually do pretty high damage, so you need to allow them room to get in behind the foe.

    Finally, turning the mob(s) is a BIG help to you as tank. If you see the mob facing you, YOU have aggro. If you are looking at its hiney, you DON'T have aggro and need to switch to that mob and taunt and whallop until you get aggro back.

    The Fine Art of Body Pulling

    A key tool to learn early on is the Fine Art of Body Pulling. At first, not many foes are SOCIAL. The higher in level you go, however, the more social mobs you are going to encounter, so you need to learn this technique early and get it perfected.

    When I say a mob is "social", that means if you hit it, it can call to its nearby friends for help. Then instead of having one thing to fight, you have the whole room trying to eat your face. To deal with this, the body pull is used.

    Instead of, say, lobbing an arrow or a taunt at the foe, you edge up until it JUST notices you. then when it does see you, you backpedal and it comes with you.

    Once you have it far enough away from its friends, you start taunting.

    Here's some info from a thread on the old forums (http://eqiiforums.station.sony.com/...ry.id=0#M154977) that's helpful for all classes, especially tanks. This is the illustrated fine art of body-pulling...

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