alainjbrennanb16_ESO wrote: »There is more to tanking then just standing there you can dps at the same time, most bosses 3rd attack is the issue, so you can be on bk bar dps for a second with bar swaping, getting aoe's down like tangling webs etc, but that relys on ranged dd's proc'ing it
alainjbrennanb16_ESO wrote: »There is more to tanking then just standing there you can dps at the same time, most bosses 3rd attack is the issue, so you can be on bk bar dps for a second with bar swaping, getting aoe's down like tangling webs etc, but that relys on ranged dd's proc'ing it
thats why i am asking. since only taunting and standing in place is only half the work and would be boring, therefore there either needs to be more like playing buff ***, do some mediocre dps, provide synergies (kind of belongs to buffing group) or some additional tasks for tanks.
1. Enough damage to do solo content without dying of old age (~10k DPS with a full tank setup would be enough, buff the Low Slash by adding a DoT and the Power Slam morph of Power Bash, since nobody would use it in PvP anyways, for example by scaling it with max. HP and making it proc similarly to Crystal Frags when blocking, resulting in the next cast of it being free), because expecting just this one role to carry around an additional set of gear just to be able to do the easiest content in the game is unreasonable. And if anyone thinks it's unbalanced, I can link you a video from WOW from back in MOP days when I used to play it, where both of our tanks do 1/2 the damage of the top DD in a progression run. Then you can also take a look at the Brawler or Warrior classes in Tera, both of whom do considerable amounts of damage while being fully capable tanks.
2. Tanking is the more fun the less I have to rely on the healer to do my job. I like surviving big (or many) hits without shouting for shards or heals. That's why I like to build for survival and sustain. I loved it when we did vHRC hm with our guild, and after I was told by the guy who had done it before to equip selfish survival gear, the OT asked whether I even need Guard, because I could survive for quite a while even when we were about to wipe and the healers were dead. Another example is off-tanking adds in vSO on Ozara. While that fight by itself has quite annoying mechanics (the damn troll doesn't want to move), it is rewarding when I can last through it without healers even so much as looking in my direction in my cozy corner. In other words, I like it when I can allow the group to focus on something other than keeping me alive.
3. Bonus point: Being able to bar swap without dropping block. Sometimes I have utility on my back bar that I would like to use, but I can't because I have 7 axes in vAA beating on me.
Also, I don't find it boring if I don't have to smash buttons all the time like a mad man, there is more to a fight than that. But I would welcome it if tanks could also do non-negligible amounts of damage while tanking. It could be that one thing to do for those who do find it boring when they aren't smashing buttons all the time.
TL;DR:
1. More DPS to be able to do solo content, and possibly as that "something" to do between taunting bosses/adds, healing and holding block.
2. Mechanics or design that makes groups welcome tanks with "selfish" builds, for example ones that send us on mini solo missions that test our survival, and make the job for the rest of the group the easier the longer we can keep it up.
1. Enough damage to do solo content without dying of old age (~10k DPS with a full tank setup would be enough, buff Low Slash by adding a DoT and the Power Slam morph of Power Bash, since nobody would use it in PvP anyways, for example by scaling it with max. HP and making it proc similarly to Crystal Frags when blocking, resulting in the next cast of it being free), because expecting just this one role to carry around an additional set of gear just to be able to do the easiest content in the game is unreasonable. And if anyone thinks it's unbalanced, I can link you a video from WOW from back in MOP days when I used to play it, where both of our tanks do 1/2 the damage of the top DD in a progression run. Then you can also take a look at the Brawler or Warrior classes in Tera, both of whom do considerable amounts of damage while being fully capable tanks.
2. Tanking is the more fun the less I have to rely on the healer to do my job. I like surviving big (or many) hits without shouting for shards or heals. That's why I like to build for survival and sustain. I loved it when we did vHRC hm with our guild, and after I was told by the guy who had done it before to equip selfish survival gear, the OT asked whether I even need Guard, because I could survive for quite a while even when we were about to wipe and the healers were dead. Another example is off-tanking adds in vSO on Ozara. While that fight by itself has quite annoying mechanics (the damn troll doesn't want to move), it is rewarding when I can last through it without healers even so much as looking in my direction in my cozy corner. In other words, I like it when I can allow the group to focus on something other than keeping me alive.
3. Bonus point: Being able to bar swap without dropping block. Sometimes I have utility on my back bar that I would like to use, but I can't because I have 7 axes in vAA beating on me.
Also, I don't find it boring if I don't have to smash buttons all the time like a mad man, there is more to a fight than that. But I would welcome it if tanks could also do non-negligible amounts of damage while tanking. It could be that one thing to do for those who do find it boring when they aren't smashing buttons all the time.
TL;DR:
1. More DPS to be able to do solo content, and possibly as that "something" to do between taunting bosses/adds, healing and holding block.
2. Mechanics or design that makes groups welcome tanks with "selfish" builds, for example ones that send us on mini solo missions that test our survival, and make the job for the rest of the group the easier the longer we can keep it up.
Tanks in this game are actually far more involved and fun that other MMO’s. The whole block and dodge mechanics are great.
The issue is feeling like a slave to dps players. Your primary role should be hold aggro, stay alive & clump mobs.
Buffing others dps should not be a tanks job. Sunder aside.
Dps buffs should come from dps skills not others gear. Gear should only effect you. But that’s a big change to fix that.
Additionally survivabity needs removing from dps players, they should need the tank to take the damage and the healer to heal (healers are even less fun because of this currently).
Currently healers and tanks exist to enable dps, the devs need to pander less to dps players. Make them need healers and tanks to stay alive and you’ll find more people will fill those roles.
Also on the concept of tanks dps when solo, are you guys kidding? You trying to solo in tank gear or something? If your Stam equip Hundings and spriggans if your magic equip spinners and Julianos. It’s not hard to do. Your dps will be well over 10k. Just use one or two dps skills. This game allows flexibility use it!
Tanks in this game are actually far more involved and fun that other MMO’s. The whole block and dodge mechanics are great.
The issue is feeling like a slave to dps players. Your primary role should be hold aggro, stay alive & clump mobs.
Buffing others dps should not be a tanks job. Sunder aside.
Dps buffs should come from dps skills not others gear. Gear should only effect you. But that’s a big change to fix that.
Additionally survivabity needs removing from dps players, they should need the tank to take the damage and the healer to heal (healers are even less fun because of this currently).
Currently healers and tanks exist to enable dps, the devs need to pander less to dps players. Make them need healers and tanks to stay alive and you’ll find more people will fill those roles.
Also on the concept of tanks dps when solo, are you guys kidding? You trying to solo in tank gear or something? If your Stam equip Hundings and spriggans if your magic equip spinners and Julianos. It’s not hard to do. Your dps will be well over 10k. Just use one or two dps skills. This game allows flexibility use it!
I agree with everything except the last paragraph. As I already said, considering that tanks are the only role that actually has to switch gear to be able to do solo content, I find this proposition unreasonable and unfair, not to mention quite an imposition on players who are just leveling a tank. Overland content should be accessible to everyone regardless of the build. Hundings+Spriggans is exactly what I'm using for that, but at that point I'm no longer a tank.
AcadianPaladin wrote: »I play a DK main tank and, though I love the role, it is not very fun compared to my healer and dds. What would make playing my tank fun?
1. Mechanics that do not thwart my taunt. When a boss ignores my taunt I might as well go make a sandwich or log off because I feel useless at that point.
2. A ranged taunt or pull (like chains) that somehow does not hit the melee foe already held in my face but somehow cuts through and out to the ranged threat 20 meters away.
3. I would love taunts to last just a bit longer, say bump from 15 to 25 seconds.
4. I root that lasts more than a few seconds. Once I get mobs around me let me root them for 10+ seconds before I have to reapply.
I don't care about killing things, I just want to be happily standing in the dead center of a huge and tightly piled mass of corpses that my dd's killed because I kept the foes gathered up and focused on me.
AcadianPaladin wrote: »I play a DK main tank and, though I love the role, it is not very fun compared to my healer and dds. What would make playing my tank fun?
1. Mechanics that do not thwart my taunt. When a boss ignores my taunt I might as well go make a sandwich or log off because I feel useless at that point.
2. A ranged taunt or pull (like chains) that somehow does not hit the melee foe already held in my face but somehow cuts through and out to the ranged threat 20 meters away.
3. I would love taunts to last just a bit longer, say bump from 15 to 25 seconds.
4. I root that lasts more than a few seconds. Once I get mobs around me let me root them for 10+ seconds before I have to reapply.
I don't care about killing things, I just want to be happily standing in the dead center of a huge and tightly piled mass of corpses that my dd's killed because I kept the foes gathered up and focused on me.
sounds a bit grim and macabre.....
I love playing tank on vAA, keeping all the axes while my group burns the boss makes me feel helpful. I like having that I can tank anything feeling and being able to self sustain so the healers can focus on keeping the dps alive makes me feel like a contributing role to the success of the raid. Running torugs and alkosh doesn’t let me do that on some of the other content.
Honestly I would enjoy tanking a lot more if the tanking sets felt more viable. Most of the group survivablity sets are horrible and honestly damage is put above survivability in pretty much all cases.
Tanks in this game are actually far more involved and fun that other MMO’s. The whole block and dodge mechanics are great.
The issue is feeling like a slave to dps players. Your primary role should be hold aggro, stay alive & clump mobs.
Buffing others dps should not be a tanks job. Sunder aside.
Dps buffs should come from dps skills not others gear. Gear should only effect you. But that’s a big change to fix that.
Additionally survivabity needs removing from dps players, they should need the tank to take the damage and the healer to heal (healers are even less fun because of this currently).
Currently healers and tanks exist to enable dps, the devs need to pander less to dps players. Make them need healers and tanks to stay alive and you’ll find more people will fill those roles.
Also on the concept of tanks dps when solo, are you guys kidding? You trying to solo in tank gear or something? If your Stam equip Hundings and spriggans if your magic equip spinners and Julianos. It’s not hard to do. Your dps will be well over 10k. Just use one or two dps skills. This game allows flexibility use it!
I agree with everything except the last paragraph. As I already said, considering that tanks are the only role that actually has to switch gear to be able to do solo content, I find this proposition unreasonable and unfair, not to mention quite an imposition on players who are just leveling a tank. Overland content should be accessible to everyone regardless of the build. Hundings+Spriggans is exactly what I'm using for that, but at that point I'm no longer a tank.
No one is thier group role when solo. Healers are also not healers.
You can get decent actual tank sets that help soloing, Baharas, thunderbug, gravdars etc. But this is all end game. At end game, having extra gear is no problem.
When levelling if you want to tank why are you doing solo? You can ding level 10 and then not even need to leave an inn till level 50. Just queue dungeons and they pop in 5 seconds.
In no mmo game can a tank ever do decent single target dps while still being hard to kill. Any game that has any PvP has to follow this rule or they become kings in PvP.
Even the sets I mention above only do decent dps because that’s aoe. Single target has to remain low or PvP god situation happens.
profundidob16_ESO wrote: »I love playing tank on vAA, keeping all the axes while my group burns the boss makes me feel helpful. I like having that I can tank anything feeling and being able to self sustain so the healers can focus on keeping the dps alive makes me feel like a contributing role to the success of the raid. Running torugs and alkosh doesn’t let me do that on some of the other content.
Honestly I would enjoy tanking a lot more if the tanking sets felt more viable. Most of the group survivablity sets are horrible and honestly damage is put above survivability in pretty much all cases.
I agree here. I have so many useful sets but because of the meta the raid group 'requires' me to wear ebon and alkosh
The group functionality bonuses from sets like ebon and alkosh/torugs should be moved into tanking skills or mechanics (maybe even into heavy armor passive skills) and removed from item sets alltogether so that tanks become free again to wear their favorite set.