Daran_Cousland wrote: »I'm not asking about class/build/gear, btw.
VaranisArano wrote: »A basic tank taunts the boss, holds boss aggro, and stays alive.
A good tank taunts the boss, holds boss aggro, stays alive, taunts priority and hard hitting adds, keeps the boss more or less still in the DDs' AOEs and facing away from the group, crowd controls mobs, buffs the group, debuffs the boss, and follows mechanics like blocking, bashing, interrupting.
Daran_Cousland wrote: »A lot of good advice to be sure, but like any skill it needs to be put into practice to learn it effectively. What I'm asking is what is it like getting started as a new tank? Am I going to get the chance to practice without players rage quitting because I'm not going at a pace they're used to?
Yes, learn mechanics https://www.youtube.com/channel/UC-rM-3hfqAOSLSP3w_W57Iw Xynode all about mechanic is highly recommended, even so you get into issues. Trying an tank for the first time and feels it going well up to vet Selene yesterday I was killed over and over on last boss as its was some mechanic i did not get.vermillion2077 wrote: »I think it's very important for the tank to learn every mechanic of every boss fight, because things tend to fall into chaos once the tank dies in harder content (like vet DLC dungeons). My main char is a tank, and the one I play the most, but before tanking any new content I join a group as a DD and try to learn what the tank is doing so I can later go in with a solid base and not waste my group's time by learning on the spot. However this does not matter at all with non-DLC dungeons.
If you are new to tanking, I highly recommend going with a DK -- because it is the easiest tank to play imo (I've tried Warden, Sorc, and Templar tanks). Generally, you have to chain in all trash mobs and form a circle of enemies around you so that your DDs can kill them easily. Prioritize taunting the heavy-hitting ones (which are usually larger in size) and face them away from the rest of your group. Of course, try your best to keep the group of mobs immobilized for as long as you can with abilities such as Choking Talons or Gripping Shards. Bash whenever a mob is charging an ability (the red glow) and block/dodge heavy attacks (yellow glow).
Tanking bosses can be different depending on the dungeon/trial. Basically keep the boss taunted, debuffed, and still for as long as possible (sometimes you are forced to keep moving like in vet Fang Lair HM). Keep them facing away from your group because many bosses have cone/cleave AOE attacks. Trust me, it is often easier than it sounds; as long as you can do those things, no group is going to be unsupportive of you.
For me, most of the time tanking feels like a game of managing resources -- because most of what you are doing in dungeons is keeping the boss' attention on you while debuffing it, and waiting for the DDs to finish it off as fast as possible.
One more thing, don't wing DLC dungeons or trials -- it can be rather embarrassing