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How can I always target what the tanks is targeting?


SethMorganaa

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Hi peeps,

 

How can I always target what the tanks is targeting?

 

Im mainly (but not always) range DPS, but when I play in a group in say a heroic, or flashpoints, I cant see a thing, and end up having to guess the tanks target.

 

This unfortunately ends up pulling, and death....or we clear and takes ages to kill them.

 

Thanks

 

x

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Turn on Target of Target in your interface editor. In the interface editor, click on the "target of target" box and then in the editor itself, click on the enable check box. To see what the tank is targeting, target the tank and then you can click on the "target of target" to switch to the current enemy.
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you can set a focus (secondary target) in the game with the default keybind "alt + F". In your case, you want to set your tank as focus.

 

Then the default "ctrl + F" will target your focus' target, in your case, since your focus is the tank, hitting "ctrl + F" will make you target your tank's target.

 

hitting "alt + F" when you don't target anything will clear out the focus.

Please note that you can move the focus ui around, change its size by modifying your UI in the options.

 

Now, this said, as a tank, I often have to switch targets several times during combat in order to maintain a high level of aggro from different enemies, so attacking the tank target may not be ideal.

 

A good rule is to ask your group to use icons to mark the targets in advance (or at least ask the tank to set one icon to focus first) so that you know which one to kill first. It's the easiest for a dps (and as a tank I appreciate a dps who asks "can I have a target icon to know which to kill first" because it shows the guy is smart and cares about efficiency and aggro)

Edited by Oggthebase
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Using focus is a good idea, but not necessary. There is a keybind called "Select target's target" (Alt+T by default, I think), and F2 always selects the tank in your group. So you can press F2 and then Alt+T (or another key if you change it) to quickly select the tank's target.
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As another poster said its easier if the group use the icons. I always ask the tank to use the target icon when in a group that way (as DPS) I'm not pulling any of his aggro. I'll always let the group know that my cc is the purple cog, so avoid it and no AOE's. The run goes a lot smoother when everyone knows what each other is doing.
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The simple answer is-- don't worry about what the tank is targeting. Good tanks change targets constantly, often after every ability. Follow a logical firing order instead that is designed to kill targets as fast as possible.

 

1. Assume cc is needed, mark your target & tell everyone in chat. If the tank moves your target ~ they have a reason for doing so. Don't be that guy who breaks cc's. And don't pull aggro by starting cc before the tank begins the pull.

 

2. Did a pack of weak mobs appear right after the pull? Can you AoE them without breaking cc? AoE if you can.

3. Is there a healing mob? (medic, repair, technician ~ it's usually in the name) - kill it first

4. Any weaks left? - kill them use AoE if the tank grouped them up & led them away from the CC'd mobs.

5. Is there an injured strong? - kill it

6. Is the other dps or tank working on a strong? - Help them focus it down.

7. Are all the remaining mobs roughly equal? (usually less than 3 targets at this point) - if so attack the tank's target.

8. Mop up the straglers & cc'ed mobs, let the tank break the cc at their pace.

 

Kill from weakest to strongest in order - attacking the toughest target last. The tank can hold aggro on that target through the whole fight with a single good hit, without ever hitting it again, so long as the dps don't hit it. Again .... Attack the strongest target LAST.

 

This reduces the difficulty for healers by eliminating sources of damage. The damage done by weak mobs is much greater than their low health pool would suggest. Likewise, elites to not do proportionally larger amounts of damage because of their large health pool. Many champion mobs do barely more damage than elites. Large groups of weaks & strongs are far more dangerous to a 4 person group than a few elites or single champs.

 

It reduces the difficulty of tanking by reducing the number of targets that must be controlled. And it gives tank the time to establish a solid threat lead with the stronger mobs, before the dps players begin to hit them.

 

Stealth openers are best used on strongs. Move into position before the pull, so the tank can plan accordingly, and use a taunt to keep you from getting blasted yourself.

 

When dpsing bosses - start off with a round of your resource saving rotation, and then burst on your second time through. I know you want to get those burst moves on cool down ASAP, but bursting right out of the gate is bad for the group in the long run. Put your threat dumping ability on CD right after your first burst, and keep it on CD. When running solo, you burst quick and then enter your resource saving mode. And that's what you want to do while solo'ing with a healer companion. But with a group, you have a tank, and "burst first" makes your tank less effective.

 

Following a good firing order is 40% of being a great DPS player.

using your interrupts + 15%

avoiding AoE damage + 15%

Optimal rotations that maximize your resources and do the greatest damage over time without out aggroing the tank+ 15%

not breaking CC +15%

 

Anytime the group is working on a single target, stay to the side or behind the target - good tanks always turn the mobs to face away from the DPS & Healer. This saves the group from being hit by forward facing AoE damage from the mob. Don't irritate your tank by trying to "face dps"

 

And understand that it is assumed by most tanks & healers, that DPS will burn down any weak mobs that spawn after the pull.

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On the topic of CC's please remember that certain CC abilities require stealth and MUST be done before combat begins.

As an example, Scoundrels tranq dart, and Shadow's CC ability.

I can't count the number of times I've marked my CC target, stealthed and had the tank pull too soon.:mad:

Actually Scoundrels get a second CC, Slice Droid, which is quite useful. But there too I've seen plenty of DPS who think they are an off-tank or something and solo nearby droids instead of letting the tank do his job.

The only time DPS should be pulling agro off of other group members if the healer takes agro.

I think that should be added to the list of good DPS rules. Save the Healer! He can't heal you OR the tank if he's tanking half the mobs in the room.

 

On a side note, when I tank, there is nothing more irritating than a healer who takes agro and runs like a scared little girl. Stand there and heal so I can AOE them off you, dummy!

Edited by JacksonMo
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  • 1 month later...
The simple answer is-- don't worry about what the tank is targeting. Good tanks change targets constantly, often after every ability. Follow a logical firing order instead that is designed to kill targets as fast as possible.

 

1. Assume cc is needed, mark your target & tell everyone in chat. If the tank moves your target ~ they have a reason for doing so. Don't be that guy who breaks cc's. And don't pull aggro by starting cc before the tank begins the pull.

 

2. Did a pack of weak mobs appear right after the pull? Can you AoE them without breaking cc? AoE if you can.

3. Is there a healing mob? (medic, repair, technician ~ it's usually in the name) - kill it first

4. Any weaks left? - kill them use AoE if the tank grouped them up & led them away from the CC'd mobs.

5. Is there an injured strong? - kill it

6. Is the other dps or tank working on a strong? - Help them focus it down.

7. Are all the remaining mobs roughly equal? (usually less than 3 targets at this point) - if so attack the tank's target.

8. Mop up the straglers & cc'ed mobs, let the tank break the cc at their pace.

 

Kill from weakest to strongest in order - attacking the toughest target last. The tank can hold aggro on that target through the whole fight with a single good hit, without ever hitting it again, so long as the dps don't hit it. Again .... Attack the strongest target LAST.

 

This reduces the difficulty for healers by eliminating sources of damage. The damage done by weak mobs is much greater than their low health pool would suggest. Likewise, elites to not do proportionally larger amounts of damage because of their large health pool. Many champion mobs do barely more damage than elites. Large groups of weaks & strongs are far more dangerous to a 4 person group than a few elites or single champs.

 

It reduces the difficulty of tanking by reducing the number of targets that must be controlled. And it gives tank the time to establish a solid threat lead with the stronger mobs, before the dps players begin to hit them.

 

Stealth openers are best used on strongs. Move into position before the pull, so the tank can plan accordingly, and use a taunt to keep you from getting blasted yourself.

 

When dpsing bosses - start off with a round of your resource saving rotation, and then burst on your second time through. I know you want to get those burst moves on cool down ASAP, but bursting right out of the gate is bad for the group in the long run. Put your threat dumping ability on CD right after your first burst, and keep it on CD. When running solo, you burst quick and then enter your resource saving mode. And that's what you want to do while solo'ing with a healer companion. But with a group, you have a tank, and "burst first" makes your tank less effective.

 

Following a good firing order is 40% of being a great DPS player.

using your interrupts + 15%

avoiding AoE damage + 15%

Optimal rotations that maximize your resources and do the greatest damage over time without out aggroing the tank+ 15%

not breaking CC +15%

 

Anytime the group is working on a single target, stay to the side or behind the target - good tanks always turn the mobs to face away from the DPS & Healer. This saves the group from being hit by forward facing AoE damage from the mob. Don't irritate your tank by trying to "face dps"

 

And understand that it is assumed by most tanks & healers, that DPS will burn down any weak mobs that spawn after the pull.

 

Thank you this is a fantastic post for those trying to do our job as a DPS :o

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The simple answer is-- don't worry about what the tank is targeting. Good tanks change targets constantly, often after every ability. Follow a logical firing order instead that is designed to kill targets as fast as possible.

 

...

 

Kill from weakest to strongest in order - attacking the toughest target last. The tank can hold aggro on that target through the whole fight with a single good hit, without ever hitting it again, so long as the dps don't hit it. Again .... Attack the strongest target LAST.

 

 

Thanks - exactly. Every DPS should be required to read this :) DPS shouldn't target what the tank is targeting except in quite specific circumstances. They should pick off the weaker enemies first; there was a thread a couple of days ago about how annoying it was for healers when the DPS all target fire the same thing as the tank, leaving the weaker enemies to just monster the healer (because enemies that aren't aggro'd by a damage-dealing player always attack the healer). It's the cause of many a wipe.

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