if someone has a taunt, and are holding a bosses aggro, they're a tank. If someones healing the group in some way, they're a healer. The whole "is it or isn't it a fake" debate is daft as heck.
cuddles_with_wroble wrote: »Unless it’s a vet dlc dungeon than I don’t see why it matters
Fungal 1 is the basic "we don't need tank or healer for this" reference dungeon.
I did fungal 1 vet this morning. When we went in I asked "fast or slow?" I got the reply "fast, we're three DPS."
They kept dying at the first boss you have to kill to go though the door, and spent half the fight rezzing each other. They then died repeatedly at the last boss, and spent half of that fight rezzing each other.
No, sorry, a healer would have sped them up. Had I not been optimistic about fungal 1 being easy, I would have slotted echoing vigor and spirit guardian to keep them.
Frickin, snaffin, rabbin, ruddy fake healers man...
WhosTheFancyOneNow wrote: »My option isnt listed. We have companions for a reason, why can i not use Isobel for the tank slot and forgo a 4th human player for the queue?
Should have had an 'other' option
When it comes to vet content (dungeons, trials etc) I run a full 'real' tank build.
When it comes to daily random normal - fake tank. Odds are the people I'm queued with are 'fake dps' and take 5 mins to kill a trash pack...on normal mode.
With good dps gear, a taunt and a self heal I can carry a useless group through almost all dungeons on normal mode, there's only a few with some group mechanics that are impossible to solo - and when I've encountered those dungeons, the random normal group rarely knows how to deal with the mechanics, so even if I was running a real tank build we'd probably wipe regardless.
But again this is part of the wider problem with PUG pve content.
1: Transmutes. More effort needs to = more reward. Lower the transmute reward from normal, increase it for vet. Increase it for DLC pledge. Add a 'per completion' to vet trials (i.e. every time you kill last trial boss on vet mode they drop transmutes - scaling with difficulty of trial, so DLC trials drop more than base game)
2: Divided playerbase - dungeon finder and group finder should be combined into one system, with more customisability regarding player suitability (fix the 'required CP' bug, have a check for suitable gear option etc)
(one simple fix would be dividing the random queue into 'story/quest' vs 'farming', so like-minded players get grouped together. The vast majority of the players complaining about fake-tank epidemic are all story/quest-type players, whereas the vast majority of players farming dungeons for gear don't care either way)
3: Lack of real tanks - ESO needs an in-game system that teaches player how to 'role' correctly (something like the volundrung tutorial, but for tanking/heal in vet content, dps rotations, DON'T STAND IN STUPID etc).
4: Even more stuff but I could go on for ages
ssewallb14_ESO wrote: »For the sake of this poll, a real tank holds high threat aggro, stacks enemies, buffs the group (likely none of these things at an end-game level, but makes an effort), but does minimal damage . A fake tank does decent damage for a group finder pug, may or may not have a taunt slotted, and provides no other support typical of a tank.
For a random normal dungeon (standard chance of being base game or DLC) would you rather have: