Are 2 tanks in a dungeon group detrimental or helpful?

Caroloces
Caroloces
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I went on a dungeon pledge the other night, and it turned out there was another tank in the group (aside from me). I didn't think too much about it, and went about my usual tank activities, taunting, drawing aggro, etc. In the middle of the dungeon, the other tank asked me if I were taunting, and I said yes. He asked me to stop doing it, and I acceded to his request since he was at a higher vet level. I asked him why it was wrong to have 2 tanks taunting, and I didn't quite understand what he said.
Can anyone explain why 2 tanks, doing multiple taunts might be detrimental to the group's effort to complete the dungeon?
  • notimetocare
    notimetocare
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    Caroloces wrote: »
    I went on a dungeon pledge the other night, and it turned out there was another tank in the group (aside from me). I didn't think too much about it, and went about my usual tank activities, taunting, drawing aggro, etc. In the middle of the dungeon, the other tank asked me if I were taunting, and I said yes. He asked me to stop doing it, and I acceded to his request since he was at a higher vet level. I asked him why it was wrong to have 2 tanks taunting, and I didn't quite understand what he said.
    Can anyone explain why 2 tanks, doing multiple taunts might be detrimental to the group's effort to complete the dungeon?

    Taunts kill nothing. Consider healers and tanks a detrimental damage necessity. Without one of each, everyone might die. Thus they are needed, but they are both weak in overall dmg. Taunts and heals dont kill.
  • vladimilianoub17_ESO1
    vladimilianoub17_ESO1
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    After 3 taunts of 2 different tanks the boss will become immune to taunts for a period of time.Its called overtaunting.It was changed.Before, overtaunting apply to just 1 tank.If that tank taunt a boss 3 times in less than 10 seconds overtaunting mechaninc will start.In a patch it was changed so 1 tank can taunt as many times as he wanted and it will not apply the immune to taunt mechanic but 2 tanks taunting will still apply the overtaunt mechanic.

    It is done so that 2 tanks cant "cheat"on a boss by both tanks positioning themselves far away from each other and start switching the boss from side to side so the boss cant attack.
  • vladimilianoub17_ESO1
    vladimilianoub17_ESO1
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    After 3 taunts of 2 different tanks the boss will become immune to taunts for a period of time.Its called overtaunting.It was changed.Before, overtaunting apply to just 1 tank.If that tank taunt a boss 3 times in less than 10 seconds overtaunting mechaninc will start.In a patch it was changed so 1 tank can taunt as many times as he wanted and it will not apply the immune to taunt mechanic but 2 tanks taunting will still apply the overtaunt mechanic.

    It is done so that 2 tanks cant "cheat"on a boss by both tanks positioning themselves far away from each other and start switching the boss from side to side so the boss cant attack.

    IMO I liked the overtaunting mechanic like it was before where a single tank cant taunt more than 3 times in less than 10 seconds.It made tanking more fun cause you had to be aware taunting usage so that the boss wont become immune to taunts,but they changed it and made it more easy for a tank to keep a boos on them.
  • i3ig_Gun
    i3ig_Gun
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    2 Tanks = Less DPS

    If more then 1 player taunts any NPC more then 3 times in 10 seconds the NPC becomes immune to tuants for a short period.

    XBOX ONE - NA
    GT: i3ig Gun
    Legion of Many - Daggerfall Covenant
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Since I think IC patch if 2 or more players taunt the same enemy say a boss 3 times within 10 seconds they become immune to taunts and will hit any one. ZOS did this as they said to stop players ping bonging the boss across the room while the other 2 players just DPS him.

    'maxresdefault.jpg

    Imagine the tanks are the pong paddles and the ball is the boss and the score are the 2 other players. The tanks play pong while the DPS don't keep score but murder the boss or ball while there being taunted back and forth.
  • Shader_Shibes
    Shader_Shibes
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    Taunts kill nothing. Consider healers and tanks a detrimental damage necessity. Without one of each, everyone might die. Thus they are needed, but they are both weak in overall dmg. Taunts and heals dont kill.

    Our healer does 20k+ dps while keeping us alive.

  • Brrrofski
    Brrrofski
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    As people have said, it's a dps loss.

    You ain't damaging anything really in a full tank spec.

    You want a tank to hold aggro, two dps to melt stuff and a healer to heal, buff and Dps where possible.
  • eliisra
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    In many dungeons you're better of going with 0 tanks and only a healer + 3 dps. So having multiple tanks is definitely detrimental.

    Stuff wont die in reasonable time since only one dps, people will begin to run low on resources and that's when accidents happen. Guessing annoying and dangerous to with constant aggro reset, boss and trash will be ping pong'ing around the room from different taunts.

    In pugs, the lowest level player should probably be tanking(if you have 2 that wants to do the job). It's just easier to perform well as tank if you're lower level, compared to playing good enough as dps, when lacking crucial skills, passives and gear. Tanking, as well as healing sufficiently, isn't as level dependant as dealing high dmg.
  • Brrrofski
    Brrrofski
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    eliisra wrote: »
    In many dungeons you're better of going with 0 tanks and only a healer + 3 dps. So having multiple tanks is definitely detrimental.

    Stuff wont die in reasonable time since only one dps, people will begin to run low on resources and that's when accidents happen. Guessing annoying and dangerous to with constant aggro reset, boss and trash will be ping pong'ing around the room from different taunts.

    In pugs, the lowest level player should probably be tanking(if you have 2 that wants to do the job). It's just easier to perform well as tank if you're lower level, compared to playing good enough as dps, when lacking crucial skills, passives and gear. Tanking, as well as healing sufficiently, isn't as level dependant as dealing high dmg.

    Darkshade caverns is a good example.

    A tank actually makes it harder.

    Run through to the hive lord and kite him while burning down. The Netch boss, healers just jabs the adds while dps follow spamming aoes. The big add phase boss is the part a tank would be nice, but you can easily kite the big guys and take down spheres then centurions. Last boss is all about ranged dps, so tank doesn't help there either.
    Edited by Brrrofski on December 8, 2015 7:28AM
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