Seeking Advise: The Mechanics of Playing a Tank
- MrSmith
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Seeking Advise: The Mechanics of Playing a Tank
I am currently leveling an MoA/Fighter/Dwarven Defender. My character is 16th level. When I am in party and I engage a threat with the intent of keeping him occupied, he simply runs past me. My fear is that he will only be able to tank a baby kobold while every other boss on the server will simply ignore and run past. I would like to avoid this heartache and make any necessary course corrections now before investing too much more time.
My build goal is to create a good-natured Tank with 15/DR, Fast Healing III, a 53 unbuffed AC, and 40 AB unbuffed with Northlander Hewing. I built this character to run with a crossbow sniper build, so our tactics are predictable: I rush in and engage the threat… hoping my high fortitude and will saves, 59 – 62 buffed AC, and ~38 AB are adequate to stand in the pocket while the crossbow sniper stands at range and deals 100 + points of damage. This tactic is based on the assumption the threat will not simply run past me, close the distance, and start to rain down blows on the sniper.
So, how do the mechanics actually work? Let’s say two characters engage the Pit Fiend. Both characters are the same level, but the first is a Dwarven Defender with higher fortitude and will saves, armor class, and hit points. The other being the crossbow sniper with a higher reflex, good fortitude, and low will saves… His armor class is a respectable ~45 and his AB is much higher. Neither character is a caster, but both are capable of using wands. Using the tactics described above, the DD rushes in and stands directly in front of the PF while the Crossbow Sniper engages at range… Who does the Pit Fiend engage first, and what conditions (other than one character dying) will cause him to change his target?
Cheers!
My build goal is to create a good-natured Tank with 15/DR, Fast Healing III, a 53 unbuffed AC, and 40 AB unbuffed with Northlander Hewing. I built this character to run with a crossbow sniper build, so our tactics are predictable: I rush in and engage the threat… hoping my high fortitude and will saves, 59 – 62 buffed AC, and ~38 AB are adequate to stand in the pocket while the crossbow sniper stands at range and deals 100 + points of damage. This tactic is based on the assumption the threat will not simply run past me, close the distance, and start to rain down blows on the sniper.
So, how do the mechanics actually work? Let’s say two characters engage the Pit Fiend. Both characters are the same level, but the first is a Dwarven Defender with higher fortitude and will saves, armor class, and hit points. The other being the crossbow sniper with a higher reflex, good fortitude, and low will saves… His armor class is a respectable ~45 and his AB is much higher. Neither character is a caster, but both are capable of using wands. Using the tactics described above, the DD rushes in and stands directly in front of the PF while the Crossbow Sniper engages at range… Who does the Pit Fiend engage first, and what conditions (other than one character dying) will cause him to change his target?
Cheers!
- Rhifox
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Re: Seeking Advise: The Mechanics of Playing a Tank
For melee range tanking, I'd recommend reading here. In short, the closer you are, the more likely the mob will target you.
Preventing a mob from going after a ranged target is a different story and I'm not sure anyone knows how that works. But typically, the mob will focus on the closest person, still.
Preventing a mob from going after a ranged target is a different story and I'm not sure anyone knows how that works. But typically, the mob will focus on the closest person, still.
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- MrSmith
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chad878262
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Re: Seeking Advise: The Mechanics of Playing a Tank
A few tactics to consider for you.
1. Mocking Challenge... With a DC of 15+M@A level + CHA modifier it is somewhat dependent on how deep you are going in M@A class, but this is *the* ability that makes M@A a great tank as it is literally the only ability in game that gives you control over threat and allows you to FORCE enemies to attack you.
2. Invest in Charge feats, but most especially shield charge (requires Shield Bash and KD). To be honest anyone making a M@A build should be getting Shield Bash, KD, Shield Charge and Shield Slam. This does 2 things. First, by charging it ensures you gain range and arrive at the enemy quickly to engage them and hopefully keep them from going after your xbow sniper teammate. Second, it gives you crowd control (they can't go after your mate if their butt is on the ground). Shield slam is just gravy and additional CC.
3. Tell your xbow sniper buddy to be a bit more patient. They are going to get most of the kills anyway, but just tell them not to attack until you engage the enemy. The enemy is less likely to disengage and go after them once you have attacked them and got them to start attacking you (especially if you put them on their butt or dazed them.)
1. Mocking Challenge... With a DC of 15+M@A level + CHA modifier it is somewhat dependent on how deep you are going in M@A class, but this is *the* ability that makes M@A a great tank as it is literally the only ability in game that gives you control over threat and allows you to FORCE enemies to attack you.
2. Invest in Charge feats, but most especially shield charge (requires Shield Bash and KD). To be honest anyone making a M@A build should be getting Shield Bash, KD, Shield Charge and Shield Slam. This does 2 things. First, by charging it ensures you gain range and arrive at the enemy quickly to engage them and hopefully keep them from going after your xbow sniper teammate. Second, it gives you crowd control (they can't go after your mate if their butt is on the ground). Shield slam is just gravy and additional CC.
3. Tell your xbow sniper buddy to be a bit more patient. They are going to get most of the kills anyway, but just tell them not to attack until you engage the enemy. The enemy is less likely to disengage and go after them once you have attacked them and got them to start attacking you (especially if you put them on their butt or dazed them.)
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- Bobthehero
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Re: Seeking Advise: The Mechanics of Playing a Tank
Side note to point 1, Mocking Challenge forces your enemy to attack you, not just target you, I've interrupted a few caster mobs this way.
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- MrSmith
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Re: Seeking Advise: The Mechanics of Playing a Tank
Thank you both for the thoughtful feedback and practical steps I can take to improve my character. Cheers!
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qwertyh88
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Re: Seeking Advise: The Mechanics of Playing a Tank
Use Taunt. Have you friend wait till you taunted the enemy before firing at it. A successful taunt is essential a first strike which would trigger the mobs to come at you.
- Hakken2
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Re: Seeking Advise: The Mechanics of Playing a Tank
I have noticed that bosses do sometimes breaks an attack from less tanky characters when Bhor removes his shield in the fight and attacks with only one weapon. When then they attack one can quickly put on the shield again.
If this just my imagination i cant say.
Best regards
Hakken2 aka Bhor Stoncutter (a very tanky Dwarf)
If this just my imagination i cant say.
Best regards
Hakken2 aka Bhor Stoncutter (a very tanky Dwarf)
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yyj
Re: Seeking Advise: The Mechanics of Playing a Tank
Happened to me too on my paladin.Hakken2 wrote: ↑Fri Jul 03, 2020 4:07 pm I have noticed that bosses do sometimes breaks an attack from less tanky characters when Bhor removes his shield in the fight and attacks with only one weapon. When then they attack one can quickly put on the shield again.
If this just my imagination i cant say.
Best regards
Hakken2 aka Bhor Stoncutter (a very tanky Dwarf)
- MrSmith
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Re: Seeking Advise: The Mechanics of Playing a Tank
Thank you, both. That is a nice tactic to have in his kitbag of tactics.