Ep1kMalware wrote: »See, this confuses me. All I need to do to not need a healer is slot vigor, stay out of red circles, and dodge roll ocasionally. I don't see any reason why you can't spam breath of life if you'd like. The problem is that's what you're reduced to. There's more than one way to keep people alive, and with pugs I agree, with bad overall dps you need to babysit them with healing spells. There's also crowd control, shields, damage buffs, resource buffs, any many other options.
I guess that's why I like being a DD. I have the most control over how far, and how easily my group will move through a given dungeon.
Ah now that's where we come together.
Just like I have no idea how a non healer group works, you have no idea how a group with all terrible dps works.
It's also been my experience that with decent dps, I can do more than heal.
You'll always have at least semi decent dps, due to your participation. You have less opportunity for terrible dps
For opposite examples, for the last boss in Darkshade Cavern it is almost pointless to have a tank.
Unless it's been "fixed," Engine Guardian can be tanked by a magicka DK to hold him in place for a faster burn. It's been a while since I've tanked DSC and they've changed the relevant skill since.
(And yes I am being vague because it's like discovering an Easter egg.)
Even as a Tank, I cannot blame them. Some bosses are completely immune to taunt, causing the Tank to be dead weight, as they exchange damage for survivability that does nothing if the bosses are not focused on the Tank.
Tanks that cannot switch to a dps setup by switching gear and skills have a bad build. Bosses like the Planar Inhibitor are a breath of fresh air, even if it takes people out of their comfort zone. You can't expect to run through everything with 1 setup, 1 set of gear and 1 set of skills. Flexibility is simply needed as a tank, and I'd hate it to be forced into and bound to only that role.
ThatNeonZebraAgain wrote: »One thing I don't see mentioned much as part of the problem with tanking is the simple fact that Health, as a stat, sucks. Health needs to be changed so that it matters as much as Magicka or Stamina. Health is supposed to be the 'tank stat,' but it's utility is much less than the other two; stacking Health gets you nothing and actually takes away from your damage and capacity to manage resources for abilities/blocking/etc. In terms of content and fight mechanics (which is also part of the problem with tanking), you really only need 23-27k health to tank any content in the game; any more than that is a liability.
Solutions:
- Make something scale with Health. My favorite idea so far is for Health to give you a reduction in all abilities and action costs (including block, break free, dodgeroll, etc). I don't know what the numbers should be, but it should be comparable to the increase in damage that maxing out mag/stam can bring, as well as help make up somewhat for having smaller resource pools. Similar to how Magicka/Stamina increase your damage, there needs to be a reason to invest in the Health stat beyond being a meat shield with no sustain.
- Simply remove damage scaling from Magicka/Stamina.
Cherryblossom wrote: »Even as a Tank, I cannot blame them. Some bosses are completely immune to taunt, causing the Tank to be dead weight, as they exchange damage for survivability that does nothing if the bosses are not focused on the Tank.
Tanks that cannot switch to a dps setup by switching gear and skills have a bad build. Bosses like the Planar Inhibitor are a breath of fresh air, even if it takes people out of their comfort zone. You can't expect to run through everything with 1 setup, 1 set of gear and 1 set of skills. Flexibility is simply needed as a tank, and I'd hate it to be forced into and bound to only that role.
I think the point of the Thread is to give a reason for having a Tank!
Whilst it's important that your build suits the content you are doing, the content and skills should also support tanky builds.
Currently as mentioned the majority of the time you don't need a tank, you can just fly through content with DPS who can off heal themselves. Should the content really be this easy.
The idea of having the trinity of Tank, healer and DPS is to add complexity and encourage teamwork, or at least have someone to blame when the crap hits the fan. (I didn't play WoW before any stupid comments)
Tanking Mobs in this game is pointless, the easiest way to gather them up is Caltrops! Really the best tanking device for Mob control is Caltrops, how can this be a good thing.
Tanks require a Tanking AOE ie - "Challenging Call" all mobs in 10m radius will turn to face the user for 10 seconds. - "Challenging Call" gives 2 second 50% damage Reduction.
They could add extra skills to Heavy Armour, lets make it mean something, make it necessary.
I hate the fact that a DPS can just jump in before a tank and still be standing, stupidity should be punished otherwise no-one will learn any skill.
For opposite examples, for the last boss in Darkshade Cavern it is almost pointless to have a tank.
Unless it's been "fixed," Engine Guardian can be tanked by a magicka DK to hold him in place for a faster burn. It's been a while since I've tanked DSC and they've changed the relevant skill since.
(And yes I am being vague because it's like discovering an Easter egg.)
You mean chain-spamming during the green phase to get the boss "stuck" to prolong the duration of the green phase? That no longer works after the changes to chains last patch. It was definitely a very fun (and funny) strategy to use. I also used to remain as tank and just range-taunt the adds when they spawn. But I find it easier these days to just be a DD for that fight--it's easier if the adds just die.
For opposite examples, for the last boss in Darkshade Cavern it is almost pointless to have a tank.
Unless it's been "fixed," Engine Guardian can be tanked by a magicka DK to hold him in place for a faster burn. It's been a while since I've tanked DSC and they've changed the relevant skill since.
(And yes I am being vague because it's like discovering an Easter egg.)
You mean chain-spamming during the green phase to get the boss "stuck" to prolong the duration of the green phase? That no longer works after the changes to chains last patch. It was definitely a very fun (and funny) strategy to use. I also used to remain as tank and just range-taunt the adds when they spawn. But I find it easier these days to just be a DD for that fight--it's easier if the adds just die.
Well, shoot. I was afraid it would get fixed when they worked on chains.
I guess it's like tanking the pinion in vWGT -- you have to have enough DPS for it to be a viable strategy and make the boss go down faster, but at some point when you have even more DPS it no longer makes much sense to do it that way.
Too bad the inverse of this isn't true.Even as a Tank, I cannot blame them. Some bosses are completely immune to taunt, causing the Tank to be dead weight, as they exchange damage for survivability that does nothing if the bosses are not focused on the Tank.
Tanks that cannot switch to a dps setup by switching gear and skills have a bad build. Bosses like the Planar Inhibitor are a breath of fresh air, even if it takes people out of their comfort zone. You can't expect to run through everything with 1 setup, 1 set of gear and 1 set of skills. Flexibility is simply needed as a tank, and I'd hate it to be forced into and bound to only that role.
Resipsa131 wrote: »Too bad the inverse of this isn't true.Even as a Tank, I cannot blame them. Some bosses are completely immune to taunt, causing the Tank to be dead weight, as they exchange damage for survivability that does nothing if the bosses are not focused on the Tank.
Tanks that cannot switch to a dps setup by switching gear and skills have a bad build. Bosses like the Planar Inhibitor are a breath of fresh air, even if it takes people out of their comfort zone. You can't expect to run through everything with 1 setup, 1 set of gear and 1 set of skills. Flexibility is simply needed as a tank, and I'd hate it to be forced into and bound to only that role.
Ep1kMalware wrote: »For opposite examples, for the last boss in Darkshade Cavern it is almost pointless to have a tank.
Unless it's been "fixed," Engine Guardian can be tanked by a magicka DK to hold him in place for a faster burn. It's been a while since I've tanked DSC and they've changed the relevant skill since.
(And yes I am being vague because it's like discovering an Easter egg.)
You mean chain-spamming during the green phase to get the boss "stuck" to prolong the duration of the green phase? That no longer works after the changes to chains last patch. It was definitely a very fun (and funny) strategy to use. I also used to remain as tank and just range-taunt the adds when they spawn. But I find it easier these days to just be a DD for that fight--it's easier if the adds just die.
Well, shoot. I was afraid it would get fixed when they worked on chains.
I guess it's like tanking the pinion in vWGT -- you have to have enough DPS for it to be a viable strategy and make the boss go down faster, but at some point when you have even more DPS it no longer makes much sense to do it that way.
You could always group up the adds and cc them. You'd be suprised how much this helps.