if they would have to agro everthing in a dungeon , probably they would have a area skill to do this.
one word, damage, yes! damage. help your group to kill everything and just keep the boss away from your healer face.
Only content that should be challenging is new DLC dungeons and vet trails.
I play a healer or Stamblade DD. Playing with a tank im happy if he holds agro on the bosses and turn them away from the rest of group. I shards a tank all the time as healer.
If your looking to evolve into a pocket or utility tank, wear Ebon set or another set that applies a buff to the group. Same as my healer, its not enough just keeping everyone buffed and healed, i use Spell Power Cure or Merritous Service to give a group buff.
Only content that should be challenging is new DLC dungeons and vet trails.
A Tank should control the situation, aggro the biggest threats to the group and should be able to survive without a healer (for as long as possible).
imma simple man. tank means taunt. so taunt boss and big mobs. and done. if u give me agresive horn, i would love to have that. if you wear ebon, emmm ok but dont need it in just normal daily. Powerful assault, well yeah baby bring it on. Night mother gaze. sureee. love it.
as for trials, vet trials HM, well this is bacially a guild run. so all person have their own purpose. like some dps wear NMG. tank on certain bosses wear powerfull assault. tank wear ebon on certain bosses. tank do this, tank do that. for trials is really dependant on team play..
for pug, just like my first sentence. IMPORTANT note : we love when its not lose aggro, addition to that is just make easier when doing pug life
I do have a set of ebon I run only in trials! It's awesome.
Giles.floydub17_ESO wrote: »@X_NOVIA_X
It really depends on the content and what type of tank you are.
1. Tank should keep agro on every boss and mini boss in the game if they expect their group to stay alive. Beyond that they should not have to keep agro on every single thing. However, it helps speed things up if they bring the mele to the ranged trash.
2. What you expect from a healer in the way of heals really depends on what the group is capable of and the content.Many groups can run with a part time healer who also dishes out some decent damage, especially in the 4 man dungeons. Some groups are more challenged in avoiding damage and dishing it out and as such require more heals.
3. Buffing the group. I do not see why a tank would need to damage shield the party constantly, but buffs they can offer to increase dps, yea, keep those buffs and any debuffs on the target up for the obvious reason that the quicker the fight the less resources the tank has to spend. Some tanks take this to extreme buy running Aggressive Warhorn ultimate and sets that buff/debuff such as Alksosh, Ebon and you can add pretty much any set in the game that buffs the group damage or debuffs the target so they take more damage.
The answer to your question really depends on the group and the goal of the group. If you are in a random pug, probably going completely tankey is best.
You speak the truth, and I most definitely assess my group after the first pull and adjust accordingly. Also, I'm in the process of getting and alksosh set, and I do run war horn with bloodspawn so it gets tooted quite often
sekou_trayvond wrote: »I believe Robert Heinlein defined the role best:
“A tank should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for damage dealers.”
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell