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Thread: Tanking Abilities that need tweaking!

  1. #1
    Telaran
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    Default Tanking Abilities that need tweaking!

    Paladin and Reaver have: Paladin's Devotion and Tempered (60 Second Cool Down Timer on Each) Will Break Control Effects ONLY to Allow them to be put IMMEDIATELY back on.

    * Mage can use Flicker which Breaks Control and Teleports him 15 meters forward.
    * Cleric can use Dissolution removing all movement effects and making him Immune for 8 seconds,
    * Rogues can use On The Double then improve with Getaway that removes all Movement effects and Immunity for 5 Seconds.
    * DPS Warrior can use Riftwalk and Teleport up to 20 Meters away to an Opponent thus escaping any area affect Controlling Effect.

    So why is it that Tank's get shafted when it comes to breaking Controlling Effects? There is no Immunity for 2 seconds, if say for example you are tanking in Expert Darkening Deep and your on the Last Boss Scarn and you get caught in the flames, you use either of the Tanking Control Talents, even if you jump as you click the ability you get hit by the Ground Attack and essentially the ability fails. If the Tank gets caught it is game over. This is just one example. You activate the ability and the next moment you can be captured again. Same problem with Face Slam or Furious Rage, you Interupt a Spell being used and they continue casting as if nothing happened. Not even a 1 second Silence Effect, in fact there is no way to improve it either. Tanks have no way to successfully break control or stop spell casting. I feel these abilities need modification, such as if you successfully Interupt a Spell the Target is Silenced for 3 seconds or you successfully remove all controlling effects and are immune to whichever effect you removed for 5 seconds. So a Fear removed makes you immune to Fear for 5 seconds.

  2. #2
    Soulwalker
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    Quote Originally Posted by Scorpella View Post
    Paladin and Reaver have: Paladin's Devotion and Tempered (60 Second Cool Down Timer on Each) Will Break Control Effects ONLY to Allow them to be put IMMEDIATELY back on.

    * Mage can use Flicker which Breaks Control and Teleports him 15 meters forward.
    * Cleric can use Dissolution removing all movement effects and making him Immune for 8 seconds,
    * Rogues can use On The Double then improve with Getaway that removes all Movement effects and Immunity for 5 Seconds.
    * DPS Warrior can use Riftwalk and Teleport up to 20 Meters away to an Opponent thus escaping any area affect Controlling Effect.

    So why is it that Tank's get shafted when it comes to breaking Controlling Effects? There is no Immunity for 2 seconds, if say for example you are tanking in Expert Darkening Deep and your on the Last Boss Scarn and you get caught in the flames, you use either of the Tanking Control Talents, even if you jump as you click the ability you get hit by the Ground Attack and essentially the ability fails. If the Tank gets caught it is game over. This is just one example. You activate the ability and the next moment you can be captured again. Same problem with Face Slam or Furious Rage, you Interupt a Spell being used and they continue casting as if nothing happened. Not even a 1 second Silence Effect, in fact there is no way to improve it either. Tanks have no way to successfully break control or stop spell casting. I feel these abilities need modification, such as if you successfully Interupt a Spell the Target is Silenced for 3 seconds or you successfully remove all controlling effects and are immune to whichever effect you removed for 5 seconds. So a Fear removed makes you immune to Fear for 5 seconds.
    Just a small note - DONT stand in the fire, even if your a warrior tank. If u get stucked in a fire pit, dont blame the game for getting caught there.

    Rogue tanks dont even got a interrupt, and they work just fine. Sure, it would be nice with a interrupt, but we can manage without.

  3. #3
    Soulwalker
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    he was focusing more on getting the unworthy tanking abilities fixed.. his example was just that.. an example... not a request for tutoring on an encounter.

  4. #4
    Telaran
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    Quote Originally Posted by Jeal View Post
    he was focusing more on getting the unworthy tanking abilities fixed.. his example was just that.. an example... not a request for tutoring on an encounter.
    Thank you.

  5. #5
    Soulwalker
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    It's like this with all tanks, I guess it's a design/PVP thing.
    You said "clerics" when it should have been "Wardens".
    "Rogues" where it should have been "marksman".
    The fight as whole is very unforgiving, but so is rift in general.

  6. #6
    Pye
    Pye is offline
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    Quote Originally Posted by Scorpella View Post
    There is no Immunity for 2 seconds, if say for example you are tanking in Expert Darkening Deep and your on the Last Boss Scarn and you get caught in the flames, you use either of the Tanking Control Talents, even if you jump as you click the ability you get hit by the Ground Attack and essentially the ability fails. If the Tank gets caught it is game over.
    Using your specific example of Scarn your healer can remove the debuff keeping you in the AoE.

    Just sayin'

    Yes I know you were asking for something more specific.
    Last edited by Pye; 07-19-2011 at 01:05 AM.

  7. #7
    Plane Walker Halman's Avatar
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    Why not just have an iWin button? Warrior tanks are perfectly fine compared to clerics and rogues.

    And comparing healing clerics to warrior tanks...nuff said. Justicar has NO anti-cc skills, now have that.

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