Tuesday, May 12, 2009

Tanks in PVP: A Guide for Casters

Inspired by the sorceress who asked me if I was "sleeping" after we were both killed by a swordmaster in Invader gear, she being killed while standing blithely in melee range of the SM, I present the following guide to PVP tanks for casters.

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Tanks: Your armored friends

Greetings casters. You may have noticed in your scenarios and rvr exploits some fellows running around in heavy armor, some carrying shields. Those fellows are tanks! Tanks are friendly creatures, slow to anger and good with children.

Tanks can do many things for you in PVP, but there are some things they cannot do.

Tanks Can Do:

1. make your enemies less dangerous. We can make those nasty sword-wielding maniacs hurt you less! Isn't that nice? This is called debuffing. Chosen (a kind of tank) can for example use auras that reduce strength (how hard your enemies can hit you) or that increase your toughness (how much hitting you can take). We can also taunt. A taunt is when we say nasty things about the enemy's mother. This makes them mad at us, but less mad at you, so they do less damage! Some of these things only work for you if you're in the same group as a tank, so stay close to your friendly armored group-mate.

2. make it harder for the enemy to get to you. We can knock down the enemy, snare them, knock them away. But we can't do these things all the time, just some of the time. The time when we can't do these things is called a cooldown. Or sometimes we run out of "Action Points." "Action points" are our helping juice, when we are out of helping juice, we cannot make them leave you alone.

3. Protect the weak. Tanks have a special talent for helping the weaker and more flimsy. People like you, dear caster. But, you have to be in the same group as the tank to receive a guard (how we protect the weak), and only one person can be guarded, and only if they're close by the tank.

Tanks Cannot:

1. stop people from hitting you. You have a special ability deep inside you that you can use to stop them from hitting you. This gift is called "running away." Many of your magical powers work at a long range. Try attack people from afar!

2. stop people from hurting you. We can make them hurt less, and we want to, dear friend. But they will still hurt you. If you are getting hurt, might I suggest again using your "run away" ability?

3. stop you from dying.
If someone hits you enough times, even if they are being "debuffed," I'm sorry to say that you will die. It happens. We feel bad when you die, dear caster, but we are not gods, and do not have the power to keep you alive when you have been beaten into a bloody pulp. To avoid this, watch how much "health" you have left in your "health bar." If you do not have much health left, I heartily encourage you, again, to "run away."

4 comments:

  1. Thank you, Czar. Finally someone has written what I yell at my computer screen every time this happens. "For the love of god, run away!"

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  2. Dear god yes. Hell, I'm a marauder and I yell at the casters to run. Hint: when I run up to the guy hitting you and knock him down, I'm giving you a chance to get the hell away.

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  3. Wait...if I'm wearing next to nothing in the way of armor...have almost no health...and really low toughness...I should run away from MDPS???

    That's just crazy talk, stand your ground!

    ;)

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  4. Can we pettition Mythic to make this compulsory reading for anyone who rolls a caster?

    Maybe it could pop up after the character creation screen, kinda EULA style :)

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