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Unread 06-26-2007, 05:16 AM   #1
Ataxiccat

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hey - i've been playing on and off a couple years now, but the highest level i've attained is 28 (paladin, g, guk) and there's a lot of kinda dumb questions i've been wondering about. and here they are: 1. when I buy new armor, I've noticed that among the armor's other "stats" is a value designated the "mitigation" number....what is that, and what bearing does it  have on the efficacy, etc of my armor. 2. i don't remember whether i mentioned this, but i g enerally play alone. more lately, however, i've be en trying to branch out and play with other people  - - i enjoy playing in groups, but wish someone would take me aside and give me a long, detailed explanation of tanking.  all the basics; how to do it, why to do it, the different kinds of tanking and when which kind is appropriate for which situation, what to do when the situation gets out of hand (damage control).....i've noticed that people can be very unforgiving if you screw up, even if only once and even if the distribution of blame maybe slightly out of wack.... 3. i know this is probably asked A LOT, but i was wondering if anyone knew of any solo quests that would be appropriate for a 28 or so pally....somerthing a bit more interesting than the usual grinds. well, i can't think of anymore for now (though, rest assured - i will) thanks a lot in advance!
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Unread 06-26-2007, 05:30 AM   #2
Ter

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1. The higher mitigation you have, the more damage is absorbed by your armor. I believe you can view your total mitigatio n score in the persona window. 2. Can't really give you that many tips here, make sure your taunts are as high level as possible (adept 3 or master pref.). Also you might want to get into the habit of turning mobs, scouts will love you for it =) Hopefully someone who plays a tank can help you out more here.
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Unread 06-26-2007, 05:42 AM   #3
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Ataxiccat wrote:
hey - i've been playing on and off a couple years now, but the highest level i've attained is 28 (paladin, g, guk) and there's a lot of kinda dumb questions i've been wondering about. and here they are: 1. when I buy new armor, I've noticed that among the armor's other "stats" is a value designated the "mitigation" number....what is that, and what bearing does it  have on the efficacy, etc of my armor. 2. i don't remember whether i mentioned this, but i g enerally play alone. more lately, however, i've be en trying to branch out and play with other people  - - i enjoy playing in groups, but wish someone would take me aside and give me a long, detailed explanation of tanking.  all the basics; how to do it, why to do it, the different kinds of tanking and when which kind is appropriate for which situation, what to do when the situation gets out of hand (damage control).....i've noticed that people can be very unforgiving if you screw up, even if only once and even if the distribution of blame maybe slightly out of wack.... 3. i know this is probably asked A LOT, but i was wondering if anyone knew of any solo quests that would be appropriate for a 28 or so pally....somerthing a bit more interesting than the usual grinds. well, i can't think of anymore for now (though, rest assured - i will) thanks a lot in advance!

Mitigation

This is how much damage you absorb before taking damage, if you open your persona window and move the cursor of your mitigation value, it will give you a percentage of damage you aborb. infact moving the mose over many of this stats give you an explantion of what they mean.  The higher your mitigation, the more damage your armor will absorb.

Tanking

Tanking in its simplest term is you being the meat shield.  You, as a tank need to keep the enemy focused on you and thier damage towards you.  Enemy mobs always attack the player that has generated the most threat to them.  Threat is generated by the amout of damage that is done.

Groups will consist of many classes, some do lots of damage and therfore generate lots of threat, i.e Mages & Scouts.

As a fighter you have spells that increase threat like taunts. you need to use these as often as they refresh aswell as using your damage spells. using both types will increase your threat and keep the enemy focused on you as thier primary target.  Thus allowing healers to keep you healed with out getting beat on.

As I said above, mob attack the player thats generated the most threat.  Healers generate threat by thier healing spells aswell.  You have to watch out for mobs that run off towards the healer and start beating on them.  If this happens you must basically run after it and start taunting and hitting it to get its attention.

the Following is a personal preference of mine but is widely used by many tanks.....Its a little bit more complicated when grouping with a mage as they tend to do alot of damage.  Mages should know to wait a few seconds before joining in the fight as to allow the tank to generate threat but sometimes they jump the gun and before you know it they have mobs up thier butt.  As a tank you need to evaluate the situation and decide whether or not to allow that mage to die for the sake of the encounter to work.

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Unread 06-26-2007, 08:02 AM   #4
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1. Mitigation - already covered by other posters. The rare armour has the highest mitigation, so when you can afford it best to get it.

2. Tanking tips - best advise is join a guild and go out with other tanks and watch to see how they do it. As a healer I like to see the tank taunt early and often and turn the mob to protect the other players from AoE spells.

3. Solo Quests - visit www.eq2i.com and click on the solo quests. Some nice progression quests for most areas which are well worth doing if you cannot get a group.

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Unread 06-26-2007, 03:09 PM   #5
Ameryth
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Just to throw in my 2cp on tanking advice...

1) Learn the value of bodypulling.  This is a groupsaver.  Learn how to creep up and get one monsters attention then bring it back alone.  Avoid using taunts or other abilities 'til you are sure you are out of the monster's social aggro range.  ((social aggro=he gets his friend's attention and they come help kill you and your party.))

2)  Turning the monsters once you get back to your party.((this is done by running to the party with the mob, taunting then moving slightly back the direction you came to get the mobs to turn away from the group))  This serves a couple of purposes.  If you place the back(s) of the monster(s) to the party you will be able to more quickly tell when someone else gets aggro.  Doing this also typically puts you between the party and any potential wandering adds(not always but most of the time)  Also your scouts will love not having to dance around to the back of the monster to do their best damage attacks.

3) be careful of putting mobs in walls.  This can make it impossible for scouts to maneuver and sometimes causes caster's to lose their line-of-sight(LOS).  If you are in a tight space, ((or if the mob has a knockback effect)) best bet is to jam yourself in the corner, not the mob.

4) Glance at group chat during the fight, groupmembers are often quick to announce when an add is on them or when they are having difficulty with something.  Sometimes before you would have noticed yourself.

5) Be honest with your group.  Let them know well ahead of time that you are new to tanking and will require some patience.  If you have never been in a zone, say so, then someone with more experience with the zone can direct you accordingly.  People can be unforgiving, but if you let them know ahead of time that you are inexperienced their patience often grows.  If they drop you from the group because of being inexperienced then they suck and you didn't want to be with 'em anyway.

6) Have patience with others.  Just as you are new now you will encounter others who are more new or who are used to a different grouping tactic.  Communication is key, everyone being on the same page helps groups run much more smoothly.

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Unread 06-27-2007, 01:53 AM   #6
Ataxiccat

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hey thanks everyone for the tips and info....can't wait to go put my new tanking moves into practice!
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