A good tank needs to understand and master the mechanics of the trials bosses he is supposed to tank and run a cookie cutter tanky build for that.
Other than that, tanking is pretty weird. You taunt the main boss and press block. And then you have a couple of options:
1) Taunt and CC several other targets (100% is usually not possible especially not for the full duration of a fight) to allow a healer to concentrate on buffs / dps himself and you dps group-mates to fully run their rotations without much movement and blocking.
2) Pull all targets in the exact same spot. DKs can use chains for that. The major factor is just moving with taunted targets appropriately. If everything is standing within sorc's lightning AoE, DK's eruption or NBs path/wall/whatever, your group dps is increased immensely. this also means that you have to know the content so that you can decide when you move out of the red AoE and when it's not that dangerous and better to stand still so that ground dots do not have to be refreshed. This is way more important than many tanks think and can make a HUGE difference.
3) Heal. This has become the most typical way for me and my guild. One templar tanks and heals and 3 DDs burn down stuff. Very solid way to quickly finish 4-man content and not too hard. The tank will usually only take the msot important target and dd's will watch out for themselves. If everyone's really good, almost no heal is needed anyway.
5) Swap to full DD when appropriate. Good Tanks will swap to full DD on stuff like the 3rd WGT boss, Lord Warden, Bosses 3+4 in Darkshade Caverns and so on. There are encounters where you just don't need a tank. A good one will thus swap to a DD layout.
5) Do damage as a tank. I don't think this still makes sense too much but it was quite popular for vDSA. A Stamina DK was running s+b and dual wield in medium armor and responsible for tanking the few things that needed tanking and using chains when needed. 90% of the time he was just steel tornado-ing stuff. Likewise, healing was also sparsely needed and mostly covered by repentance and combat prayer. Essentially groups were running 4DD to chase for the top scores. In current content, this is usually not needed and beneficial, especially because 2) or 3) usually enable more overall group dps. DSA was special with people killing mobs while still in portal-form and splitting the group to spawn-kill everything in different locations.
Something that is often over-appreciated and NOT on my list (outside of trials, where it's kinda appropriate): Do everything for perfect tankyness and mitigation. This isn't really needed. You can self-sustain your health through all 4-man content with much less than perfect mitigation. You don't even need a healer for that (but for dungeon mechanics where damage is dealt to all group members). If you work hard for that 35k armor, perma block and magma armor on top, it's simply overkill.
Rune_Relic wrote: »A good tank needs to understand and master the mechanics of the trials bosses he is supposed to tank and run a cookie cutter tanky build for that.
Other than that, tanking is pretty weird. You taunt the main boss and press block. And then you have a couple of options:
1) Taunt and CC several other targets (100% is usually not possible especially not for the full duration of a fight) to allow a healer to concentrate on buffs / dps himself and you dps group-mates to fully run their rotations without much movement and blocking.
2) Pull all targets in the exact same spot. DKs can use chains for that. The major factor is just moving with taunted targets appropriately. If everything is standing within sorc's lightning AoE, DK's eruption or NBs path/wall/whatever, your group dps is increased immensely. this also means that you have to know the content so that you can decide when you move out of the red AoE and when it's not that dangerous and better to stand still so that ground dots do not have to be refreshed. This is way more important than many tanks think and can make a HUGE difference.
3) Heal. This has become the most typical way for me and my guild. One templar tanks and heals and 3 DDs burn down stuff. Very solid way to quickly finish 4-man content and not too hard. The tank will usually only take the msot important target and dd's will watch out for themselves. If everyone's really good, almost no heal is needed anyway.
5) Swap to full DD when appropriate. Good Tanks will swap to full DD on stuff like the 3rd WGT boss, Lord Warden, Bosses 3+4 in Darkshade Caverns and so on. There are encounters where you just don't need a tank. A good one will thus swap to a DD layout.
5) Do damage as a tank. I don't think this still makes sense too much but it was quite popular for vDSA. A Stamina DK was running s+b and dual wield in medium armor and responsible for tanking the few things that needed tanking and using chains when needed. 90% of the time he was just steel tornado-ing stuff. Likewise, healing was also sparsely needed and mostly covered by repentance and combat prayer. Essentially groups were running 4DD to chase for the top scores. In current content, this is usually not needed and beneficial, especially because 2) or 3) usually enable more overall group dps. DSA was special with people killing mobs while still in portal-form and splitting the group to spawn-kill everything in different locations.
Something that is often over-appreciated and NOT on my list (outside of trials, where it's kinda appropriate): Do everything for perfect tankyness and mitigation. This isn't really needed. You can self-sustain your health through all 4-man content with much less than perfect mitigation. You don't even need a healer for that (but for dungeon mechanics where damage is dealt to all group members). If you work hard for that 35k armor, perma block and magma armor on top, it's simply overkill.
Does that consitute a tank or a hybrid ?
To me that simply states tanks arent required by content so you can go hybrid.
Feels like you are kind of saying hyrbid is the new tank.
Regardless..hybrid is a hybrid. Not a pure tank.
Bah. i am listening to myself wondering if I am being argumentitive for the sake of arguing or actually have a point.
lol.
Class stuff aside being a good tank generally comes in phases: 1 you staying alive so you can stop a full wipe makes you a meh tank, keeping your team mates alive makes you an okay tank, buffing your teams dps while doing the above makes you a good tank, and finally being able to add SOME dps while doing all of the above makes you a great tank!
Class stuff aside being a good tank generally comes in phases: 1 you staying alive so you can stop a full wipe makes you a meh tank, keeping your team mates alive makes you an okay tank, buffing your teams dps while doing the above makes you a good tank, and finally being able to add SOME dps while doing all of the above makes you a great tank!
I wish people would stop promoting damage tanking... I've never seen it work in any serious content, except in vDSA (but that's not really tanking anyway, that's just dpsing with a taunt).
