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Tanks that demand that healers pull enemies

STAR WARS: The Old Republic > English > Classes
Tanks that demand that healers pull enemies

Draqsko's Avatar

07.20.2012 , 09:07 PM | #11
Quote: Originally Posted by XtremJedi View Post
No the situation does exist in a way, and it is a good tactic if you have the timing right.

The strategy he's probably trying to use, is that you begin casting your Whirlwind and during the cast he'll leap to the group of mobs that he wants to grab. He should still be the first person actually acting on the mobs... but the Sage/Sorc would start casting first. It's a question of timing though... if he leaps too late, then obviously you'll have aggro.

The benefit is that the tactic reduces that big spike of damage a tank has at the beginning of a fight. All of the mobs are hitting on him at the beginning, so during that period he's usually taking a high amount of incoming damage. If you have pre-cast most of your WW cast, then not only does the WW remove one of the mobs more quickly - thus reducing that damage spike at the beginning... but because your CC cast is ended earlier too, you're free to be casting the early heals on the tank. If you wait for him to leap and then start your CC cast... then for that couple of seconds he has more damage incoming and you're not ready to heal him.

This also means, that if he can judge the timing well, he'll leap just fractionally before your CC lands. You get the most benefit out of it that way. I've tanked using this approach and I personally use the quite distinctive casting sound and judge it from that. Just a quick explanation and it usually goes OK. But as somebody else said too... if you have voice chat and an established group, then it's much easier to time well.

Far better tactic to have the sage/sorc bubble the tank first, then the tank leaps in and gets aggro, then CC that one mob as the tank is leaping in.. Really the tank shouldn't have any issue with 1 extra mob in a pull, for a couple of seconds. If he does then there are bigger issues at hand here, like gearing or build. Also, while this tactic might work on voice chat and an established group, I wouldn't depend on it otherwise because of desynchronization. You can't really count on what you are seeing and hearing to be what is really happening server side. You are going off of the sound in game, therefore you could be leaping in too late to snap aggro from the group before the cast goes off.

XtremJedi's Avatar

07.21.2012 , 12:48 AM | #12
Well yes, obviously you bubble too - I'd have thought that goes without saying really. And I think I stressed several times the importance of being able to time it well. But it does work and can be used very effectively.

OP asked whether there could ever be such a situation... and yes there can; no more, no less.


theStirge's Avatar

07.21.2012 , 11:40 PM | #13
The other reason to have the healer start the pull with a CC is that a lot of mobs have a jump-in ability of their own, and if the tank goes in first, those mobs will jump into melee where they will be un-CC-able due to wild AoE. Although in this situation hopefully you are being asked to CC the jumpers...

Helig's Avatar

07.22.2012 , 12:30 AM | #14
1. Pull
2. LoS-kite under tank's AoE
3. ???
4. Profit.
"I'm not *giving* him cake, I'm *assaulting* him with cake!" - Pinkamena Diane Pie

Chaqen's Avatar

07.22.2012 , 01:01 AM | #15
Also some mobs have quick casting abilities that can add stress to the healers role, think security droids in HM LI (scorched shot), ccing them on pull can guarantee that they dont get a cast off while the tank is picking everything up.

NotRonin's Avatar

07.22.2012 , 09:20 PM | #16
Most trash mobs tends to be positions far apart. So if you CC a mob initially, it's easier for the tank to pull the remaining mobs to a location where the DPS can AoE without breaking CC.

As to initial aggro, if the tank doesn't generate AoE threat, the mobs will come for the healer regardless.

DiLune's Avatar

07.23.2012 , 10:55 AM | #17
Quote: Originally Posted by NotRonin View Post
Most trash mobs tends to be positions far apart. So if you CC a mob initially, it's easier for the tank to pull the remaining mobs to a location where the DPS can AoE without breaking CC.

As to initial aggro, if the tank doesn't generate AoE threat, the mobs will come for the healer regardless.
As a Jugg tank, without the ability to pull, I would much rather the mobs initially agro me and run to me if they are runners than have them running out of my AE range, toward the healers, while I am leaping in.

Aaoogaa's Avatar

07.24.2012 , 02:12 PM | #18
Bad players are bad.
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-Viable and worthwhile are not the same when it comes to class design.
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Elyssandra's Avatar

07.24.2012 , 03:35 PM | #19
Correct idea - poor execution is what it sounds like.

A heal specced sorc or sage's CC has a long cast time.

Such CCers should go first and while they are casting the tank needs to jump in to start tanking stuff and getting agro on all non-CCd mobs.
As the tank initiates the fight is a good time for instant CC owners to cast.

If the tank times it correctly - you as the healer should never be getting agro, your cc completes just as the fight starts - therefore
you're not spending the first few crucial seconds of a fight when the tank is taking a lot of damage trying to cast a lengthy CC.
Instead you're available to heal as needed.

CitizenFry's Avatar

07.26.2012 , 12:53 PM | #20
Whenever I run Kaon Under Siege with a pickup group, I mark the Mercenaries and wait for someone to CC them before I jump in. If I don't, what inevitably happens is I immediately get constricted for the full duration and die from it, because other people in the group don't interrupt. In some group compositions, the healer will be the only source of CC (e.g. Vanguard, Sentinel, Gunslinger, Sage) so the healer has to be the one to start the fight.
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