Every sunday my group of friends on Eclipse go to the Deathwatch Bunker. My template is TKM/MRifleman, so I'm good at Melee/Ranged. I've learned a lot from my experiences in the DWB, and know that many people are missing out on what is truly a great time.
First warnings on the Death Watch Bunker...
Super Battle Droids do hurt
You cannot progress in the DWB without melee tanks
Even the little NPCs are powerful
You need expensive armor to survive it...
...and you have to accept the fact your armor will be torn to shreads
There is fun loot
It is one of the best group experiences you might ever see
You need at least one Combat Mastery to be able to engage in combat in the DWB
You need extreme patience and effort to be good in the DWB
...and most of all, you need to try and enjoy it
My groups and I have gotten to the final crafting stages, where server crashes have killed us, our buffs expired...or someone used an area attack that agro'd the whole dungeon, however...what is the role of TKA in the DWB?
The TKA is the defensive tank in the DWB. Everything in it has 50% or higher kinetic defense, with medium or heavy armor, meaning you won't do major damage, but you will be able to hurt things.
Most people view the insane resists and armor of the creatures as meaning a TKA would be useless down there, this is not the case. Just requires more...thinking.
/taunt learn it and love it, when you see your Doc going "Need help!," target what is chasing him, and spam /taunt until the creature turns its attention to you. If you have on good armor, good VKs, you can hold most things off.
An unarmed hit3 macro, yes, a UH3 macro. What do I mean?
Make a macro such as follows...
/ui action toolbarSlot01; (or wherever you want to put the macro)
What this does is if you set it up right, will continually spam UH3 on whatever you have as your target, This does little else than save your keyboard and fingers from having to constantly smsah for Function key.
You'll find that while things have amazing HAM, armor and resists, if you're with a good group, you can bring almost anything down. I've learned that pikeman are what is truly desired in the DWB (many things have low electricity resists, and pikes have good AP) the TKA is the true tank in the bunker.
You can take damage, have good defenses, and speed-cap attacks, most of the time when one of your friends is in trouble in the bunker, they'll look to you to save them.
Also don't forget your other attacks, if you're with 12 rifleman who are hitting the mind only, use /unarmedMindhit1
Combo1 still seems to hit health more than UH3 also, but its effectiveness in the DWB is brought into question until further testing can be done.
Most important of all, don't be scared off by the mega resists and armor of the NPCs, this is a great group experience, and you can really have some great times, even as a class with only one damage type and light AP -- you can make a difference.