Using corners to tank


Boerewors

 

Posted

Corners and the tank: a small guide.

I have recently only started a tanker but I have had much experience in pulling with various ATs. If you are the main tank in a team and you have the ear of that team: meaning you talk and they listen and do what you say then this guide will work for you.

However if you follow this guide and your team does not listen then it leads to disaster.

This guide is primarily written for tanks that have some measure of mobility or failing that (Granite) have a 2 slotted to hit Teleport Foe. As you will see, using teleport self can also be used but is really challenging to do so.

This guide sees a "corner" as defined as: a space you can go to after aggroing bad guys which places you OUT OF THEIR SIGHT.

This guide also takes for granted that the tank has some method of range pulling, proximity pulling is not recommended. TP Foe is awesome for this, taunt is great.

This can mean a normal corner in a corridor, under a stairwell in a lab, behind a box in a warehouse (although care must be taken that you do not have bad guys coming to you from 2 directions around the box), etc.


Why use a corner pulling and tanking method? Well here are some reasons, some are debatable:

1. Bad guys which are forced into melee range with you will melee you and melee is mostly comprised of smash and lethal damage. This is mostly true. Why is this important? Well most tanks have a much higher resistance or defence to smash and lethal (S/L) than any other damage type. What is more, some non S/L damaging blows have S/L as a component and defence to this will counter the whole thing (not resistance however).
So standing in an open corridor tanking allows mobs at range to range you with their various damage types, which has a higher chance of doing more damage to the tank than the S/L type.

2. Knockback. How many times have you had all the bad guys gathered around you like eager children for the chocolate aggro you are handing out, only to have a blaster bounce a whole bunch far away, over a railing, into another mob of bad guys and suddenly things go from controlled mayhem to debt riddled chaos, quickly.
Pulling to a corner allows you to ensure that the knocback does not get your aggroed sheep into the path of another angry mob, allows for better control on where the KB will send the hapless bad guys.

3. Thinning out the mobs: when the tank is on a team with high point damage and low AE damage. Stringing the mobs in long line as they run to the corner where the tank is hiding, allows the damage dealers to pick the bad guys off on the way to the corner.


So how do you corner pull? Well it is real easy.

Step 1: Ensure that your team mates are placed in such a way that they ARE NOT FACING THE DIRECTION THE BAD GUYS ARE RUNNING FROM. This is of vital importance. If your team mates do not listen to you on this one point, it will most likely fail. Their line of fire must be either away from the direction the bad guys are coming from or at right angles to it. If your team mates fire at the bad guys in the face as they run towards the corner, it will only cause a logjam of bad guys and you might as well charge out.
To illustrate:

Good corner killzone:

********************
B B B B
********-----*******
********B----*
********T----*
********-----*
********team-*

B = running bad guy
T = Tank
Team

Here the tank has pulled the group of bad guys to the corner where he is hiding. The team can safely unleash hell on the bad guys as they run around the corner to get to the tank. The can bounce bad guys into the corner wall, further down the corridor but must NOT bounce them back up the corridor.


Bad corner killzone:


********************
B B B B------------team
********-----*******
********B----*
********T----*
********-----*
********-----*
B = running bad guy
T = Tank
Team

Here the tank is pulling to him around the corner and the team will blast away at mobs that come running. It is bad because they can bounce mobs back up the corridor, which takes mobs out of line of sight of the tank for the tank to keep aggro. In this case the tank has to run back up the corridor to fetch mobs.

Step 2: run up to a group of bad guys and from range hit taunt, range power, or run back and TP a mob into the kill zone. If you do not have a ranged pulling power, then you can prox pull but you will end up more than likely pulling a large group in a mass with you and close on your heels.

Step 3: get around the corner and wait/

Step 4: smash the first bad guy, retarget to the second bad guy coming around, smash him, retarget to the next bad guy, etc, etc.

Step 5: when a leutenant or boss comes around the corner, keep smashing them or use taunt.

Step 6: shout at the scrappers to not go around the corner to catch more bad guys as they come running in.


@Boerewors

 

Posted

My tank has given up on herding even small groups as the PuG generally never move out of line of sight at the tank's request, or if they do, they need like at least 10 seconds to take it into their heads to move back a little, and then even after that, there's always one person who's standing out in front who after another 20 seconds of prompting finally moves back.

After that, I just go "oh forget it, plan D, we all rush in" even if it's a room full of purple mobs, and don't worry about trying to herd anymore. I just lack patience with PuGs nowadays. If that's the way they wanna play, then I don't mind, since I'll probably be the last one to drop, being a tank.

Still, nice guide though. Another variation is to do the 'jump pull' with the blaster. Blaster stands at the top of the T junction, and jumps to the left (down the T) and fires a standard blast (to pull one) or AoE (to grab all) before landing out of sight. Since he's not within eyesight of the mob, this is his cue to run away, and since he got out of sight before attacking, he shouldn't have taken any damage. Meanwhile, the whole team with tank at front moves near the top ready to grab the aggro.


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-- High-Roller

 

Posted

Team should ideally be perception range of enemy behind herdpoint. Full cornered walls are better than columns as columns can split foes. People who may complain about the slowness of the tactic maybe the people who you keep having to tell to stay back thus slowing you down and everyone else and compromising you through extended fight duration so kick them .

Tight packed mobs means more are likely to be in aoe debuff zone (+ survivability and +team effectiveness) and be damaged or secondary effected by aoes and pbaoes and even the thinnest of cones can be more effective all in an area of taunt control producing an efficient and safer manner to arrest. (My trick archer often sees many scattered mobs and with the size of her debuff zones..thats not good)

People who use kbs to spread groups reduce the effectiveness of other peoples powers get them to kb to walls or objects and offer them range to do so. Controllers that aoe immob groups before they arrive at herdpoint are making the team less effective and have too much faith in how much taunt control you may of given and imo still need to learn stuff as they may have possibly just compromised team but usually themselves.

Use, if you have one. a multihit as a signal for ready to the team like footstomp as its a great gauntlet opener and provides extra consolidation. Taunt furthest away from you to keep mobs grouped as not all maybe able to be effected by your aura.

Direct cone attacks away from team as much as possible. Your a tank, no point in tanking or being super duperly armoured if you being hit as much or less as the team is, ideally the team dont really get hit at all and if they are going to get hit anyway then whats the point in you being there again?

To taunt and hide is faster herding than run in, run back and hide, range beats travel any day of the week unless you want more mobs then do a bit off both, sometimes a presence pull on some and a taunt on others is ample. But fast and simple is best, have a herdpoint before you herd, let people know it so they dont accidentally pass it and get aggro and mess up the whole point of herding. The more herd time you make then the less survivalibility you may have.

Running in pulling forward and hiding can be dangerous for you (perhaps an unexpected group around blind corner) and if you are due to that type of mob, depending on a defender, then depending on the type of defender, you may become a blocked target and/or it could be possibly dangerous for other members if they have to pass foes just to support you or be able to target main group around you or they could be late getting to the group around you.

Wherever your herdpoints are offer range as enemies aoe and pbaoe etc on you hopefully and if people have no choice but to be too close then thats not good.

All ranged attackers will herd to you if you have a good blockage point.

Thats my addition to your corner pull strategy, some may find it useful some may not but be aware of those that can cause slow effects on run speed on this. With new groups it pays to respect the enemy and be progressive.

Having foes in melee of you can increase your survivability no matter what type of tanker you are especially invulns though.

Not much for now on corner pulls cos i am mid game and so this is a quickie.

Edited extra:

Blaster fly by pulls and intercepts arent as good as a defenders debuff toggle fly by pull and intercepts but i prefer my tanks pulling as its more guaranteeable that either wont get aoe'd from being at herdpoint or hit pulling back to team but a whole load of effective mixes can be made up but the key thing is the "fly by" whereby you apply an effect after you have passed a corner to avoid alphas altogether.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Now with the changes to taunt not rooting anymore, pulling with taunt is such a pleasure.

Target mob, press taunt, run in till it goes off and then run away, no more standing still. Its awesome!


@Boerewors