I've said this before, and I'll say it again.
Tanks and healers are support roles.
The DPS is always the main role.
The goal of combat in any game (not just ESO) is to kill your enemy. No damage, no kills. This is why DPS is always, a priori, the main role. In a group setting, the tank and healer are there to keep the DPS alive while the DPS does the killing.
If you take away the group, and look at a solo situation, the same applies. You must do damage, since that's the main goal of combat. Your damage-dealing build has to have a good amount of self-healing and toughness to survive while you dish out that damage, but you must do damage.
This isn't about ESO. This isn't about the game being unfair to tanks or healers. This is just the inherent nature of any combat game. You don't block someone to death, and you don't heal someone to death. If you're in a group setting, you can give that damage-dealing job to someone else while you worry about their survival, but solo, you need to suck it up and realize that you must do damage because, as a support role, what exactly are you supporting if you're solo?
Bad analogy is bad. The main purpose of a home is to provide shelter, so the foundation and walls are the main thing. You can do without furniture.I've said this before, and I'll say it again.
Tanks and healers are support roles.
The DPS is always the main role.
The goal of combat in any game (not just ESO) is to kill your enemy. No damage, no kills. This is why DPS is always, a priori, the main role. In a group setting, the tank and healer are there to keep the DPS alive while the DPS does the killing.
If you take away the group, and look at a solo situation, the same applies. You must do damage, since that's the main goal of combat. Your damage-dealing build has to have a good amount of self-healing and toughness to survive while you dish out that damage, but you must do damage.
This isn't about ESO. This isn't about the game being unfair to tanks or healers. This is just the inherent nature of any combat game. You don't block someone to death, and you don't heal someone to death. If you're in a group setting, you can give that damage-dealing job to someone else while you worry about their survival, but solo, you need to suck it up and realize that you must do damage because, as a support role, what exactly are you supporting if you're solo?
LOL.
Foundation and walls are support elements.
The furniture is always the main thing.
The goal of any house is for people to comfortably live there. They can't sit on foundation or walls. This is why furniture is apriori the main thing. In a house, foundation and walls are there only to keep furniture inside while it's there for people to use.
too lazy to continue, it's almost 4am. But yeah, you're wrong. In fact, to complete an encounter you need a certain amount of tankiness/heals and ANY amount of dps unless there's enrage mechanics. Healers and tanks do provide some amount of dps, DPS usually don't have enough surviveability. I saw it many times in 4ppl dungeons how DPS would die and a tank would solo finish a fight. I've never seen a dedicated DPS to finish a fight when tank and heals die (not talking about last couple % when he only has to land a few attacks).
Just rethink your hierarchy. DPS is definitely NOT the MAIN role.
https://www.youtube.com/watch?v=P9XRCf2L9Tg leepalmer95 wrote: »Nobody beats vMA with a glass cannon DPS build that they'd use in Sanctum. Everyone needs to self-heal. Everyone needs defenses. And everyone needs to be able to kill stuff reasonably fast.
guess im nobody then cause my vma setup uses the same setup for trials and any kinda group play, and has been for a couple months now. destro/dw magblade. self healing glass cannon ;0
Okay, magblades don't count.
If you were a stamblade, you'd have a different setup in vMA than you would in a trial. The point is that straight DPS is not what wins the day. It's DPS with a good measure of sustain and survival, and some builds (magblades) have it easier than others.
Apart from glass cannon sorc who do VMSA, they get sustain from overload, they get defence from shields... xD There even more glass cannon than nb's.
strikeback1247 wrote: »LegendaryNinja wrote: »Sorry if I didn't clarify. I'm not looking for ways for a Tanks to Complete VetMSA. I'm looking for methods, skills, and tactics to have sustained defense against players with builds meant to complete VetMSA.
PvP builds and vMSA specific builds are completely different. I don't know anyone that uses even closely the same setup in both game types. It is, however, always possible to tank players that are skilled enough to defeat vMSA. The maelstrom weapons do not give that big of an advantage.
too lazy to continue, it's almost 4am. But yeah, you're wrong. In fact, to complete an encounter you need a certain amount of tankiness/heals and ANY amount of dps unless there's enrage mechanics. Healers and tanks do provide some amount of dps, DPS usually don't have enough surviveability. I saw it many times in 4ppl dungeons how DPS would die and a tank would solo finish a fight. I've never seen a dedicated DPS to finish a fight when tank and heals die (not talking about last couple % when he only has to land a few attacks).
Just rethink your hierarchy. DPS is definitely NOT the MAIN role.
You rly need to play with some good DDs. Most bosses hit like a wet noodle and all classes are able to heal thereselves while dpsing...
Youtube-Link
edit: i rly need to learn how to get a working youtube-video into my comment -.-
Bad analogy is bad. The main purpose of a home is to provide shelter, so the foundation and walls are the main thing. You can do without furniture.I've said this before, and I'll say it again.
Tanks and healers are support roles.
The DPS is always the main role.
The goal of combat in any game (not just ESO) is to kill your enemy. No damage, no kills. This is why DPS is always, a priori, the main role. In a group setting, the tank and healer are there to keep the DPS alive while the DPS does the killing.
If you take away the group, and look at a solo situation, the same applies. You must do damage, since that's the main goal of combat. Your damage-dealing build has to have a good amount of self-healing and toughness to survive while you dish out that damage, but you must do damage.
This isn't about ESO. This isn't about the game being unfair to tanks or healers. This is just the inherent nature of any combat game. You don't block someone to death, and you don't heal someone to death. If you're in a group setting, you can give that damage-dealing job to someone else while you worry about their survival, but solo, you need to suck it up and realize that you must do damage because, as a support role, what exactly are you supporting if you're solo?
LOL.
Foundation and walls are support elements.
The furniture is always the main thing.
The goal of any house is for people to comfortably live there. They can't sit on foundation or walls. This is why furniture is apriori the main thing. In a house, foundation and walls are there only to keep furniture inside while it's there for people to use.
too lazy to continue, it's almost 4am. But yeah, you're wrong. In fact, to complete an encounter you need a certain amount of tankiness/heals and ANY amount of dps unless there's enrage mechanics. Healers and tanks do provide some amount of dps, DPS usually don't have enough surviveability. I saw it many times in 4ppl dungeons how DPS would die and a tank would solo finish a fight. I've never seen a dedicated DPS to finish a fight when tank and heals die (not talking about last couple % when he only has to land a few attacks).
Just rethink your hierarchy. DPS is definitely NOT the MAIN role.
I'll stick with the army analogy. Yes, it's important to have a good competent general, medics, quartermasters and mess officers to keep the army alive, fed and led, and chances are, you'll lose the war if you lose that support. But you'll definitely lose the war if you lose your soldiers.
In any case, as I've stated, everyone needs a mix of all three. But, for the most part, you need to do damage because it doesn't matter how well you can survive if you can't actually kill your enemy.
(And I should add that I myself have two tanks. I tank in ESO and I like tanking in ESO. But I'm also under no delusion that tanks are anything but a support role. An important support role, yes, but nevertheless a support role.)
Oh, and you'll probably want to watch this video of shunchan soloing vCoA:https://www.youtube.com/watch?v=P9XRCf2L9Tg
I have played with some good DDs as a tank. I am currently not the worst DD myself. (DD? They call them DPS in the 21st century :P)
Tell you what, at the designed level cap you did need a tank in trials. Bosses did not hit like a wet noodle. Manticore and Serpent image, Warrior, Axes - all those things would oneshot a bad tank, let alone DPS.
It's not bad. If you say it's purpose is to give shelter. Then a group's purpose is to complete encounter. You can't complete it if everybody is dead. No, tanks and healers aren't support roles. They would be only if DPS could complete it without tanks/heals and those would simply make things easier. It's not the case in ESO's endgame. Therefore your hierarchy is wrong, code.
LegendaryNinja wrote: »Hi everyone, the direction I'm heading with this question is to point out that in the game there are skills and methods to do massive DPS but no build to counter this(Another DPS build does not count). Looking for a Healing or Tanking build that can have sustain defense against builds used in VetMSA. Is the game even built for this?
That's actually the point I'm making. The primary goal of combat is to kill, and thus the primary role is that of the killer. Yes, if you lose your dedicated killers (DPS), the support personnel can arm themselves and take on that role of killing. Which is exactly what vMA calls for: if your character is a tank or healer, you need to "arm yourself" and do damage in order to win. Just as, if your soldiers die in a war, the medics and cooks will have to take up arms if they want to keep going. And if a soldier has to fight it out alone, he'd want a medical kit with him to patch himself up, but his primary goal is still to kill the enemy.Now speaking of your analogy. If you lose your soldiers you give weapons to those medics, officers etc and they can keep fighting.
I have played with some good DDs as a tank. I am currently not the worst DD myself. (DD? They call them DPS in the 21st century :P)
Tell you what, at the designed level cap you did need a tank in trials. Bosses did not hit like a wet noodle. Manticore and Serpent image, Warrior, Axes - all those things would oneshot a bad tank, let alone DPS.
The old trials can be tanked in medium armor, so no...they don't hit that hard...Even my manablade with low resistances and HP can tank those old trials without problems.It's not bad. If you say it's purpose is to give shelter. Then a group's purpose is to complete encounter. You can't complete it if everybody is dead. No, tanks and healers aren't support roles. They would be only if DPS could complete it without tanks/heals and those would simply make things easier. It's not the case in ESO's endgame. Therefore your hierarchy is wrong, code.
Completing a trial is a more casual way of playing the game...in eso's endgame you are forced to complete it as fast as possible. So it's DPS>healing/tanking. You will want to sacrifice as much healing and tanking as possible if you can get some more DPS by doing this. It's not usefull to be as tanky as possible and it's not usefull to heal as much as possible, but it's usefull to do as much damage as possible. Therefore you only try to heal/tank as much as neccessary and go dps/support otherwise as much as possible while tanking or healing.
Completing a trial is a more casual way of playing the game...in eso's endgame you are forced to complete it as fast as possible. So it's DPS>healing/tanking. You will want to sacrifice as much healing and tanking as possible if you can get some more DPS by doing this. It's not usefull to be as tanky as possible and it's not usefull to heal as much as possible, but it's usefull to do as much damage as possible. Therefore you only try to heal/tank as much as neccessary and go dps/support otherwise as much as possible while tanking or healing.
That's actually the point I'm making. The primary goal of combat is to kill, and thus the primary role is that of the killer. Yes, if you lose your dedicated killers (DPS), the support personnel can arm themselves and take on that role of killing. Which is exactly what vMA calls for: if your character is a tank or healer, you need to "arm yourself" and do damage in order to win. Just as, if your soldiers die in a war, the medics and cooks will have to take up arms if they want to keep going. And if a soldier has to fight it out alone, he'd want a medical kit with him to patch himself up, but his primary goal is still to kill the enemy.Now speaking of your analogy. If you lose your soldiers you give weapons to those medics, officers etc and they can keep fighting.
At the end of the day, the primary goal is to kill. And that's the whole point of this. There are people who argue that vMA is unfair to tanks and healers because it's DPS-centric. And, yes, it is DPS-centric. But it's DPS-centric not because of a lack of imagination or because ZOS hates tanks and healers. It's DPS-centric because that's just the way combat is. If your medics, quartermasters, etc. were thrown into combat, you'd expect them to pick up a weapon and fight like a soldier instead of complaining, "I'm a doctor, not a redshirt."
I've said this before, and I'll say it again.
Tanks and healers are support roles.
The DPS is always the main role.
The goal of combat in any game (not just ESO) is to kill your enemy. No damage, no kills. This is why DPS is always, a priori, the main role. In a group setting, the tank and healer are there to keep the DPS alive while the DPS does the killing.
If you take away the group, and look at a solo situation, the same applies. You must do damage, since that's the main goal of combat. Your damage-dealing build has to have a good amount of self-healing and toughness to survive while you dish out that damage, but you must do damage.
This isn't about ESO. This isn't about the game being unfair to tanks or healers. This is just the inherent nature of any combat game. You don't block someone to death, and you don't heal someone to death. If you're in a group setting, you can give that damage-dealing job to someone else while you worry about their survival, but solo, you need to suck it up and realize that you must do damage because, as a support role, what exactly are you supporting if you're solo?
LOL.
Foundation and walls are support elements.
The furniture is always the main thing.
The goal of any house is for people to comfortably live there. They can't sit on foundation or walls. This is why furniture is apriori the main thing. In a house, foundation and walls are there only to keep furniture inside while it's there for people to use.
too lazy to continue, it's almost 4am. But yeah, you're wrong. In fact, to complete an encounter you need a certain amount of tankiness/heals and ANY amount of dps unless there's enrage mechanics. Healers and tanks do provide some amount of dps, DPS usually don't have enough surviveability. I saw it many times in 4ppl dungeons how DPS would die and a tank would solo finish a fight. I've never seen a dedicated DPS to finish a fight when tank and heals die (not talking about last couple % when he only has to land a few attacks).
Just rethink your hierarchy. DPS is definitely NOT the MAIN role.Nobody beats vMA with a glass cannon DPS build that they'd use in Sanctum. Everyone needs to self-heal. Everyone needs defenses. And everyone needs to be able to kill stuff reasonably fast.
guess im nobody then cause my vma setup uses the same setup for trials and any kinda group play, and has been for a couple months now. destro/dw magblade. self healing glass cannon ;0
You should post a video some time. Kinda hard to imagine how that group build can take all the damage from archers and such.
I've said this before, and I'll say it again.
Tanks and healers are support roles.
The DPS is always the main role.
The goal of combat in any game (not just ESO) is to kill your enemy. No damage, no kills. This is why DPS is always, a priori, the main role. In a group setting, the tank and healer are there to keep the DPS alive while the DPS does the killing.
If you take away the group, and look at a solo situation, the same applies. You must do damage, since that's the main goal of combat. Your damage-dealing build has to have a good amount of self-healing and toughness to survive while you dish out that damage, but you must do damage.
This isn't about ESO. This isn't about the game being unfair to tanks or healers. This is just the inherent nature of any combat game. You don't block someone to death, and you don't heal someone to death. If you're in a group setting, you can give that damage-dealing job to someone else while you worry about their survival, but solo, you need to suck it up and realize that you must do damage because, as a support role, what exactly are you supporting if you're solo?
LOL.
Foundation and walls are support elements.
The furniture is always the main thing.
The goal of any house is for people to comfortably live there. They can't sit on foundation or walls. This is why furniture is apriori the main thing. In a house, foundation and walls are there only to keep furniture inside while it's there for people to use.
too lazy to continue, it's almost 4am. But yeah, you're wrong. In fact, to complete an encounter you need a certain amount of tankiness/heals and ANY amount of dps unless there's enrage mechanics. Healers and tanks do provide some amount of dps, DPS usually don't have enough surviveability. I saw it many times in 4ppl dungeons how DPS would die and a tank would solo finish a fight. I've never seen a dedicated DPS to finish a fight when tank and heals die (not talking about last couple % when he only has to land a few attacks).
Just rethink your hierarchy. DPS is definitely NOT the MAIN role.Nobody beats vMA with a glass cannon DPS build that they'd use in Sanctum. Everyone needs to self-heal. Everyone needs defenses. And everyone needs to be able to kill stuff reasonably fast.
guess im nobody then cause my vma setup uses the same setup for trials and any kinda group play, and has been for a couple months now. destro/dw magblade. self healing glass cannon ;0
You should post a video some time. Kinda hard to imagine how that group build can take all the damage from archers and such.
That's funny, because I've seen multiple times tanks/healers dying and solo DPS finish the fight. I've done this plenty of times. The point that @code65536 was trying to make is you can't simply be tanky/healy if you are wanting to accomplish vMA or what have you. Also, your counter to his argument was childish at best. Offering an opinion is one thing, making fun of is another.
Sry mate...but our tankbuilds/healbuilds are completely focused on supporting the DDs. Some Bosse have an enrage so you need as much dps as possible to cover mistakes. It also makes the runs a lot easier when you have some more DPS.
Our tanks support the DDs and healers, our healers support the DDs and tanks, but non of our DDs support heal/tanks...
As i said already...as much DPS as possible but only as much tankiness/healing as neccessary. So tanks and healers are easily able to build for support or even off-DPS. So yes, it's all focused on DPS, but all 3 roles are neccessary.
have you ever been in the new trial? First Boss will wreck you with only tanks and healers in your group. Surviving isn't that hard, it's more about avoiding the harder bossmechanics through dps.
But anyways...just show me an example of a fight, where tank/healers cannot do any support bc their mainrole is too hard/important and we can end this discussion.
That's funny, because I've seen multiple times tanks/healers dying and solo DPS finish the fight. I've done this plenty of times. The point that @code65536 was trying to make is you can't simply be tanky/healy if you are wanting to accomplish vMA or what have you. Also, your counter to his argument was childish at best. Offering an opinion is one thing, making fun of is another.
I've said this before, and I'll say it again.
Tanks and healers are support roles.
The DPS is always the main role.
The goal of combat in any game (not just ESO) is to kill your enemy. No damage, no kills. This is why DPS is always, a priori, the main role. In a group setting, the tank and healer are there to keep the DPS alive while the DPS does the killing.
If you take away the group, and look at a solo situation, the same applies. You must do damage, since that's the main goal of combat. Your damage-dealing build has to have a good amount of self-healing and toughness to survive while you dish out that damage, but you must do damage.
This isn't about ESO. This isn't about the game being unfair to tanks or healers. This is just the inherent nature of any combat game. You don't block someone to death, and you don't heal someone to death. If you're in a group setting, you can give that damage-dealing job to someone else while you worry about their survival, but solo, you need to suck it up and realize that you must do damage because, as a support role, what exactly are you supporting if you're solo?
LOL.
Foundation and walls are support elements.
The furniture is always the main thing.
The goal of any house is for people to comfortably live there. They can't sit on foundation or walls. This is why furniture is apriori the main thing. In a house, foundation and walls are there only to keep furniture inside while it's there for people to use.
too lazy to continue, it's almost 4am. But yeah, you're wrong. In fact, to complete an encounter you need a certain amount of tankiness/heals and ANY amount of dps unless there's enrage mechanics. Healers and tanks do provide some amount of dps, DPS usually don't have enough surviveability. I saw it many times in 4ppl dungeons how DPS would die and a tank would solo finish a fight. I've never seen a dedicated DPS to finish a fight when tank and heals die (not talking about last couple % when he only has to land a few attacks).
Just rethink your hierarchy. DPS is definitely NOT the MAIN role.Nobody beats vMA with a glass cannon DPS build that they'd use in Sanctum. Everyone needs to self-heal. Everyone needs defenses. And everyone needs to be able to kill stuff reasonably fast.
guess im nobody then cause my vma setup uses the same setup for trials and any kinda group play, and has been for a couple months now. destro/dw magblade. self healing glass cannon ;0
You should post a video some time. Kinda hard to imagine how that group build can take all the damage from archers and such.
That's funny, because I've seen multiple times tanks/healers dying and solo DPS finish the fight. I've done this plenty of times. The point that @code65536 was trying to make is you can't simply be tanky/healy if you are wanting to accomplish vMA or what have you. Also, your counter to his argument was childish at best. Offering an opinion is one thing, making fun of is another.
I even posted a video with 2 DPS finishing a vet-dungeon, but he didn't accept it...
To OP, just stack as much impenetrable trait on your gear as possible + its better to have purge and radiant magelight on your bar and any self heal or shield. All this builds are focused in highest burst achievable so impen will mitigate most of the incoming damage.
To @Artis, i dunno what game are u playing but tanks and healers in your group is a dps loss. Any group that could complete the existing endgame content without them would get the highest score achievable. But due to "dead dd -> zero dps" they have to recruit roles to support themselves (to feel more comfortable if u wish) like healers and tanks.
About your thoughts on "army" analogy, i hope u do know that even 1 trained person can kill alot of people with lack of reaction, skills, proper education. Simple ex. hollywood blockbusters or bad ex. terrorists (i know second one is really bad but its life).
Positive analogy from me: Restaurant. Example - i can cook by myself but i went to cafe (me - main role that can do supportive role but i'll loose my time etc.) waiter (garson/waiter - pure support because i can tell chief/cook what i want by myself and can bring prepared food by myself also) chief/cook (pure support used to win some time/effort that can be used in other way). This kinda analogy is things that u do every day to save time for your family such as any kind of transportation etc
To @Praeficere, with build concept focuced on taking as much damage possible - standing in a frigid cold water surrounded by boss and trashmobs is 100% equal to dps race.
Ugh, one more... Read what I'm saying. I was talking about endgame content. Right now all endgame content you have is vMOL and almost no one can complete it (no one in NA so far at least). So you can't talk about higher scores now when most guilds are still progressing. And most aren't dying just because their dps is low.
Of course you don't need tanks/heals in outdated old trials and vdsa. They aren't balanced for V16 with lots of CP, so you can neglect that damage and just kill things fast.
Oh yeah, hollywood blockbuster is a good example though lol? please.
Analogy is when all relationships between objects are the same as in original. That thing with a restaurant is not an analogy. Maybe it is when you're talking about old content?
I'll repeat it again, I am not talking about old content that wasn't balanced for how powerful our characters are right now.
Ugh, one more... Read what I'm saying. I was talking about endgame content. Right now all endgame content you have is vMOL and almost no one can complete it (no one in NA so far at least). So you can't talk about higher scores now when most guilds are still progressing. And most aren't dying just because their dps is low.
Of course you don't need tanks/heals in outdated old trials and vdsa. They aren't balanced for V16 with lots of CP, so you can neglect that damage and just kill things fast.
Oh yeah, hollywood blockbuster is a good example though lol? please.
Analogy is when all relationships between objects are the same as in original. That thing with a restaurant is not an analogy. Maybe it is when you're talking about old content?
I'll repeat it again, I am not talking about old content that wasn't balanced for how powerful our characters are right now.
Ok...talk about vMoL.
Tanks: Taunting bosses/adds and supporting the group
Helaers: healing and supporting the group
DDs: Dpsing as much as possible
So everyone is focussed on improving group-dps....it's not that different from the old raids. Maybe your healers are running around with remembrance und DKs using corrisive armor/magma shell, but in most groups they use aggressive warhorn to push group-DPS. Our healers are even off-dpsing...
You will NEVER try to maximise group-tankiness or healing output, but you will try to maximize dps-output everytime you do any content in this game.
BTW: 2 NA Raidgroups have already finished vMoL. On PC/EU there are actually 3 groups farming vMoL. So yes, atm we can talk about completion-times and therefore maximizing DPS.
Ugh, one more... Read what I'm saying. I was talking about endgame content. Right now all endgame content you have is vMOL and almost no one can complete it (no one in NA so far at least). So you can't talk about higher scores now when most guilds are still progressing. And most aren't dying just because their dps is low.
Of course you don't need tanks/heals in outdated old trials and vdsa. They aren't balanced for V16 with lots of CP, so you can neglect that damage and just kill things fast.
Oh yeah, hollywood blockbuster is a good example though lol? please.
Analogy is when all relationships between objects are the same as in original. That thing with a restaurant is not an analogy. Maybe it is when you're talking about old content?
I'll repeat it again, I am not talking about old content that wasn't balanced for how powerful our characters are right now.
Ok...talk about vMoL.
Tanks: Taunting bosses/adds and supporting the group
Helaers: healing and supporting the group
DDs: Dpsing as much as possible
So everyone is focussed on improving group-dps....it's not that different from the old raids. Maybe your healers are running around with remembrance und DKs using corrisive armor/magma shell, but in most groups they use aggressive warhorn to push group-DPS. Our healers are even off-dpsing...
You will NEVER try to maximise group-tankiness or healing output, but you will try to maximize dps-output everytime you do any content in this game.
BTW: 2 NA Raidgroups have already finished vMoL. On PC/EU there are actually 3 groups farming vMoL. So yes, atm we can talk about completion-times and therefore maximizing DPS.
Last time I checked the leaderboard was empty. Now there's 1 group. No idea where you found 2 groups. (Maybe you're from the future and all content is outdated in your time.) So, 0.00001% or something of players. Yes, they will now increase their score. Others still need to at least get a clear. No clue what you're arguing about. Are you getting carried all the time and don't know how progress goes?
Yes you will increase tankiness IF the group is dying. Of course tanks will use warhorn. Not only it increases dps but also tankiness and heals duh. But yeah, some tanks (or heals or assigned dps) might use veil or nova. Rarely you just have everyone using DPS ult and ignoring mitigation (nova/veil). And that is direct increase of group's tankiness. No you won't maximize tankiness if it's not needed. You will increase it until your each the value you need. You will not maximize DPS at the tankiness's expense if that means lowering tankiness below the needed threshold. Uhm, just like you won't build foundation more massive/deep than needed to carry the projected building. But that definitely doesn't mean that walls or whatever is inside is the "main" thing compared to foundation.
Also, you talk about completion times when you farm the dungeon and have 0 deaths to get all the vitality bonus you can. You won't let people increase DPS to win a few seconds or minutes if it leads to deaths that are worth 1000 points each.
As i said already...as much DPS as possible but only as much tankiness/healing as neccessary. So tanks and healers are easily able to build for support or even off-DPS. So yes, it's all focused on DPS, but all 3 roles are neccessary.
No you won't maximize tankiness if it's not needed. You will increase it until your each the value you need.
http://www.youtube.com/watch?v=wjh-CXOZPrg
http://www.youtube.com/watch?v=2BfHX_fhzXA
The second guild is on X-Box. You also acknowledged my point, but it seems you haven't noticed
Spasibo, comrade, that's what I'm trying to say.Before this threshhold, tanks and healers are the most important roles to keep every one alive: