I reached Vet 16 and completed Cadwells Silver and Gold on a tank - built and spec'd as a tank from day 1..... So it is not impossible, just not suited to every ones idea of fun. My second tank was also in the middle of vet ranks when the switch to CP levels happened.Narvuntien wrote: »The main problem is that just questing as a tank is basically impossible chore. So people make dps quest and skyshard hunt and then turn a character into a tank when they need them. So for the most part everyone has a DPS until they reach full build.
brandonv516 wrote: »I for one don't need special consideration or encouragement to play my tank. I enjoy activating synergies, knowing when to let my block down, conserving resources smartly, and essentially "taking command".
It's not for everyone though.
Kiralyn2000 wrote: »Tanking (and healing), to many, is 'being responsible for the run'. And they don't want that responsibility/pressure/etc. You're not going to get most of them to tank or heal with bribes.
Shortage of tanks & healers for groups & groupfinder has been an issue in MMOs for eons.
MLGProPlayer wrote: »Being a tank means you can't enjoy solo content (vMA, solo dungeon runs, solo grinding Skyreach, etc.) without re-speccing. This makes it less appealing than DPS.
There is no shortage of tanks.
Just a shortage of tanks who are willing to place themselves at the mercy of the poor DPS output of random groups that they--by virtue of being tanks--cannot carry.
Long winded post, but...
ZoS needs to take a hard look at not just tanking, but themselves in order to help tanking IMO.
Just to say where I'm coming from game wise: I tank trials (vet, HMs), dungeons, I've run tanky pvp builds, etc. So I feel like it's all do-able as is, but most of my comments will come from a place of making it more balanced and enjoyable, not just do-able for me or a small % of tanks/builds.
What I mean when I say ZoS needs to look at themselves: They seem to make changes sometimes as if the right hand doesn't know what the left hand is doing.
For Example: Changes have been made (some for sake of PvP) about permablocking and more closely - regen of stam while blocking. We know this wasn't just about pvp, or they could have added a no regen while blocking tag to battle spirit. I've seen mention from devs that they want to encourage more active play in the tanking position. Where as the other side that is making content doesn't take these changes into consideration and creates multiple scenarios in high end content, where you can't drop block consistently to regen or do heavy attacks. And swapping back and forth between ice staff blocking and standard blocking doesn't work as well because the rate you can get both your regens to tick (even in a build for it) while you use the other to block doesn't sync up, that's not even taking into consideration using any of those resources to taunt or use other skills.
Again, I'm talking the hard, end game content, not basic vet dungeons - most differences I'm talking about you'll only see when tanking with different classes on the newest vet HM dungeons and HM vet trials.
What it comes down to is this: Every class needs to be able to regen stam in some fashion while blocking, as long as they are working for it in some way besides the hour long heavy attack. This is a key reason that DK is so good for tanking - the stam return from using earthen and the resource return from using your ulti. The only other classes that offer something similar is Warden (if you run the stam morph of netch and the return is nearly worthless in that situaiton) and Sorc might be able to squeeze in Dark Exchanges in some situations. ZoS might read: DK is too strong then, but no - it's not that tanking is so OP on DK for this reason, it's that is it bearable and enjoyable vs using other classes (I've tried it on many classes, it's all do-able, but that's not what this is about). To me it allows me to be more active as a tank, using abilities and doing other things besides holding block and wondering whether my concern over resources is bigger than my concern over holding aggro.
Possible Solutions: DK's are fine as they are IMO, don't need any help here.
Templars - one morph of their little templar house circle they put down should have a stam return on it. Not a stam regen buff, but a flat return like the netch does for Warden (except maybe a bit higher since it actually costs resources to use).
Warden - in a pretty good spot too, but the netch is a bit weak for this use. Could look at making the netch have a magicka cost and give an upfront burst of stam before it's smaller tick kicks in.
Sorcs - they are in an OK spot with Dark exchange, but it's a bit hit or miss depending on the fight. The fact it gives a heal back as well might swing this into at least being worth the hassle.
NBs - the worst thing they did was start tinkering with siphoning strikes coming from a NB tank perspective (not so much saying it's bad for DPS, just talking from tank standpoint here). It used to be the thing that made it worthwhile to deal with the harder single target boss fights where you'll get less return to at least be awesome at dealing with waves of mobs before the boss fights.
In the end it all comes down to all classes being able to have fun with all roles. If players that are already being challenged with a new role or new content can't even use the class they actually enjoy playing, then it's going to limit the amount of tanks in the game period. Not even counting people not willing to tank because they just don't like that sort of role.
Other issues that dent other classes: No way to group mobs up as efficiently as a DK (chains) the warden pull comes close and it's good enough for them, but other classes are left hanging. You can use Swarm Mother, but that prevents you from running any other set for all of those classes. There is also no other Talons type skill past encase on a sorc.
I really wish the Undaunted line had been used to flesh out dungeon roles since that's what the Undaunted are all about. They could have added some sort of pull ability for any class to access, they could have used something like the webs to create a sort of talon's like snare that's use-able by everyone, etc. They already have managed to give every class a shield w/ bone shield (though there should be a magic morph) and 'shards/heal' with Orb. They could have used this line to bridge that role gap with other classes. And you could make them all synergy dependent to be strong like seems to be another goal of the Undaunted line - teamwork theme: Maybe the webs just create a snare, but when synergized actually stick mobs in place while like a hard CC for example. I'd have also added passives in this line to convert an ice staff into a tanking item instead of taking away the ability of ice staves to be usable as DPS weapons.
The other issue I'll lay at ZoS' feet is that they have a bad habit of nerfing something to try a fix, then seeing it doesn't work and nerfing something else and never looking at what was originally nerfed. Take for instance Black Rose - it went from being a bit strong so several people were giving it a try so it seemed to be the issue, but it wasn't the issue, so: then ZoS nerfed the constitution passive when everyone noticed it wasn't just Black Rose and never reverted the changes to Black Rose, so now it's technically double nerfed and virtually useless. If someone wants to dedicate a five piece set bonus to boosting that nerfed passive, they should correct this and allow it since the passive itself got nerfed. There are already sets that give better flat regen bonuses than this in the game - fix it. Might help in some of the areas mentioned above to balance things out for some builds.
The last thing on them is to take a look at content design. If you are going to continually add a bunch of one-shot mechanics that already have to be blocked (so you can't drop block in some situations at all and sometimes barely weapon swap) and you are going to give them to multiple mobs so that a tank has to pull aggro on more than just one boss or a couple mobs, then you need to look at what you are giving tanks to work with not just for blocking but resource wise.
Just to look at it from PvP side: Some of the changes to being tanky have been OK in PvP, some haven't mattered much at all, but mostly they changes haven't directly addressed the problems, they just chipped at it a little. Usually the builds that are bad for tanks in PvP are niche, you can look at that player, whose fighting them, what they are wearing, etc. and tell it's a combination of things and not just this class is broken or that skill is broken (usually). Those things should be addressed specifically and not just with blanket nerfs to passives or classes. The other side of the coin in PvP are that tanks should be allowed to be tanks, but they should be able to be super tanky and suddenly burst someone down, but if someone is just hard to kill and just stands there holding block, so what. Let them, focus them down after they watch their friends die, etc. But most of the fixes I've seen come to address the tanky builds in PvP have never fixed them, only hurt tanking in general.
Before random people pop up with I have this X class build, I'm sure there are several high end players out there that have tanks in various classes and pull off all content. Great, me too. I'm looking at the differences in the classes though and that some have an easier time of doing the basic job than others while still providing more for the team and frankly, there are major differences and problems between classes for the tanking role.
Past all this, it's just on the player. Maybe people just don't like support roles, you can't make them or make them feel penalized for not liking them (they probably already feel that way just trying to queue for dungeons as dps). There is also a tendency to have more pressure on your shoulders as a tank or healer (some rightly so, some not so much) and that's going to turn some off. I will say some of the best DPS players I've run with have also done a bit of tanking and healing and know what goes down on the other side and handle fights better, so it's worth a try to all, even if you don't want to do it full time.
MLGProPlayer wrote: »Being a tank means you can't enjoy solo content (vMA, solo dungeon runs, solo grinding Skyreach, etc.) without re-speccing. This makes it less appealing than DPS.
Questing as a tank is a dreadful chore and tanking for players in the overworld is a joke because nobody needs you unless they're killing a World Boss. That also doesn't mean that every dps needs a tank or that every tank needs a dps in all cases in the overworld.
An AoE taunt is not the solution we need. I used to want an AoE taunt my first month playing until I realized I rather have more to do as a tank than just pressing 1 button. I mean, it was already boring so it doesn't make sense to make it worse.