View Full Version : How do you Organise your CA's to Help Tanking?
Rothgur
03-18-2008, 10:32 AM
<p>Hi Guys</p><p>I've created a lv 18 Guard and I'm having fun with a guildy running around TD doing all the quests, its a great class so far and I'm really enjoying the play style of running right up to mobs, taunting and bashing away..lol..great fun very different from my templar.</p><p>My question that I'd like help with, or even some screen shots from you is what you've found best to organise the CA's, taunts, quick group/self buffs on the hot bars. I know a lot of this is personal choice, but the reason I'm asking is with the templar skills is was quite straight forward, but with the CA's of the guard I seem to be all over the place, so I dont feel organised for quick usage.</p><p>I'll tell you how I've currently got them organised and you can give me your thoghts/screenshots/advice.</p><p>Hot bar in middle of screen (talents in order from left to right)</p><p>Auto attack, HO starter, strike, wound, crumble, single taunt, group taunt, sheild rush, taunting blow and kick.</p><p>My thinking was when I start a HO, to have the starter CA's as close to the HO starter button and then the taunts to compelte the HO next to the starter HO CA's, so its a nice fluid system across the hotbars to complete a HO.</p><p>My problem I'm finding as I gain more skills is that my taunts are now stuck in the middle of CA's that start a HO and those like kick and tauting blow, that cant compete a HO but are very useful so I'm going from one end of my hotbar to the other constatly during a fight and I'm losing the plot sometimes. In additon hunker and rallying cry are on a hotbar underneath with the single target buffs etc.</p><p>Any advice on how to better organise these?, I know it may sound mad but I'm struggling to get an intuitive organisation.</p><p>Valkos</p>
Laedarr
03-22-2008, 05:52 PM
<p>It's really personal preference. In a lot of cases, starting out with a strike or an HO to establish aggro isn't really a bad thing, and in a lot of cases is actually a good thing. You should really be the first and only one in the group to hit the mob first before anyone else does to establish aggro and maintain it. I usually body pull if need be, followed by a strike, dmg taunt, strke, group taunt, etc. The only time I lose aggro is when a lvl 80 is mentoring down to me and goes a bit beserk hehe. Never do I lose aggro to anyone within 3-5 levels of my level.</p><p>Also, as you grow in Tiers, you ideally want to keep ALL your spells and CA's at the very least Adept 3's. Master 1-2's if you can afford it.</p><p>I'm a 44 guard btw.</p>
Harvash
06-09-2008, 01:54 PM
Best way to look at each Art, put them in an order that make sense based on effect & Recast.Tossing high damage CA out first and whenever needed to snap aggro. Buff's, Debuff's and High Damage CA's are the quickest way to get, hold or snap back aggro. Taunts are not as effective as damage but are more efficient in terms of power and recast. Make sure to toss these out in between the bigger bombs.When u get reinforce, against multi mobs, use AE DA's liberally, Plant helps too. I also have an extremely low delay weapon macro'd into reinforce so as to strike mobs quickly (1.3 delay, somewhere around .5 actual delay.)Using intercede on healer prior to pull is good backup plan as well (lasts a few minutes, so well worth thinking about regardless). If you use Profit UI, then just click the intercede quick button while moving up to pull - no need to change target. Alternatively, you could macro intercede with your healers name: /target [Healer], Intereced.Will look back in here to see what else I can add and to see what others may have as suggestions.Harv
Harvash
06-09-2008, 01:54 PM
Bleh, necro post ftl...Must learn to read dates before posting..lol
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.