T
Treson
Guest
Ok, there are 5000 billion tank fix threads, if you could lets condense the ideas here, keep your idea in a clean and easily readble format and most of all keep this thread bumped, the longer it is on the top and the more posts it contains, the more likely it will be payed attention to.
Sanya, as it stands us tanks are a dieing breed, most people like myself that rolled tanks thought of a tank to be exactly what the name suggests, strong as a tank, able to do a lot of damage and take a lot of damage, as it stands now, our damage output is in line, but us living for 4 seconds due to caster nukes for 600 damage isnt cutting it, and our lack of control over the battlefield is rediculous.
I posted once on here about taunt blades needed in RvR, for us to server the purpose of defending our mages and healers, but more is needed than just that.
In the average battle, i would say a tank lasts around 10 seconds if you are actually doing what you are supposed to do. The battle starts and just like in the movies and such, the "big guys with the swords and armor" run head on into battle, well as it stand now, using this way of thinking keeps you alive maybe 5 seconds, you run in, get nuked for 500 damage 3 times by some caster and your dead as a doornail, either that or we are mezzed, stunned, rooted, snared, or completely gang raped because the other tanks would rather take the route to get them more rps and stay back, which isnt meant for a tank.
Now spell crafting may very well fix this, but it also might not, prices will be through the roof im sure, and as tanks, we will by far spend the most cash on spell crafting easily, people like me, who are specced in celtic spear and lw are going to need to buy 3 weapons, and are going to probably end up buying a few sets of armor as spell crafting sets in and we find out whats good and whats not, so i dont see that highly effecting tanks for months to come.
As it stands, we have 0% control over what goes on in a medium to large scale battle, we have a little say in an 8 on 8 or something of that sort, but once the battle gets to 2 or 3 groups per side, we might as well not even be there, having every pet, spell, mez, stun, debuff, you name it thrown at us.
What i propose is some things i have gathered from other posts, to make us more usefull and more of a factor in battles.
For 1 we need base resistances, 15% for pure tanks (hero, warrior, armsman) 10% for light tanks (blademaster, mercenary, berserker) and 5% for secondary tanks (champion, paladin, thane, skald) and the reason i put them in the 5% is because they atleast have something else besides melee weapons. These bas resistances make sense in my mind, they will help us survive getting nailed by spells before we even get close to casters, but im sure casters will still be able to take us 1 on 1, which i guess they should have a chance of doing.
2nd off, we need a taunt blade, something to use to control the battlefield, right now we have no control over what happens to our casters and healers, which we should, i posted on another thread fully about it and go check it out for my thoughts on it.
3rd off, we need to have some way to kill our opponents without them running off, maybe a snare blade of some sort, as it stands now our styles use a ton of endurance, after a swing or 2 our opponent can just sprint off and we will never see them again, which is almost always the case, a snare blade (or for a more tank effect, maybe call it a cripple blade) will simply render our enemy from so easily getting away, i truly believe that any time a pure tank or light tank gets on someone into melee range, that person should have to fight, unless of course they have purge, which will enable them to run away.
Those are my suggestions, lets here others.
PS - KEEP THIS BUMPED, US TANKS NEED IT
I took this from the Vn boards, looks like i need to start a mage :/
I hope Goa is gonna drop the patch that makes mages = GODS.
Sanya, as it stands us tanks are a dieing breed, most people like myself that rolled tanks thought of a tank to be exactly what the name suggests, strong as a tank, able to do a lot of damage and take a lot of damage, as it stands now, our damage output is in line, but us living for 4 seconds due to caster nukes for 600 damage isnt cutting it, and our lack of control over the battlefield is rediculous.
I posted once on here about taunt blades needed in RvR, for us to server the purpose of defending our mages and healers, but more is needed than just that.
In the average battle, i would say a tank lasts around 10 seconds if you are actually doing what you are supposed to do. The battle starts and just like in the movies and such, the "big guys with the swords and armor" run head on into battle, well as it stand now, using this way of thinking keeps you alive maybe 5 seconds, you run in, get nuked for 500 damage 3 times by some caster and your dead as a doornail, either that or we are mezzed, stunned, rooted, snared, or completely gang raped because the other tanks would rather take the route to get them more rps and stay back, which isnt meant for a tank.
Now spell crafting may very well fix this, but it also might not, prices will be through the roof im sure, and as tanks, we will by far spend the most cash on spell crafting easily, people like me, who are specced in celtic spear and lw are going to need to buy 3 weapons, and are going to probably end up buying a few sets of armor as spell crafting sets in and we find out whats good and whats not, so i dont see that highly effecting tanks for months to come.
As it stands, we have 0% control over what goes on in a medium to large scale battle, we have a little say in an 8 on 8 or something of that sort, but once the battle gets to 2 or 3 groups per side, we might as well not even be there, having every pet, spell, mez, stun, debuff, you name it thrown at us.
What i propose is some things i have gathered from other posts, to make us more usefull and more of a factor in battles.
For 1 we need base resistances, 15% for pure tanks (hero, warrior, armsman) 10% for light tanks (blademaster, mercenary, berserker) and 5% for secondary tanks (champion, paladin, thane, skald) and the reason i put them in the 5% is because they atleast have something else besides melee weapons. These bas resistances make sense in my mind, they will help us survive getting nailed by spells before we even get close to casters, but im sure casters will still be able to take us 1 on 1, which i guess they should have a chance of doing.
2nd off, we need a taunt blade, something to use to control the battlefield, right now we have no control over what happens to our casters and healers, which we should, i posted on another thread fully about it and go check it out for my thoughts on it.
3rd off, we need to have some way to kill our opponents without them running off, maybe a snare blade of some sort, as it stands now our styles use a ton of endurance, after a swing or 2 our opponent can just sprint off and we will never see them again, which is almost always the case, a snare blade (or for a more tank effect, maybe call it a cripple blade) will simply render our enemy from so easily getting away, i truly believe that any time a pure tank or light tank gets on someone into melee range, that person should have to fight, unless of course they have purge, which will enable them to run away.
Those are my suggestions, lets here others.
PS - KEEP THIS BUMPED, US TANKS NEED IT
I took this from the Vn boards, looks like i need to start a mage :/
I hope Goa is gonna drop the patch that makes mages = GODS.