Other MMORPG's I played, especially raid content, you would have multiple tanks.
AcadianPaladin wrote: »I play a healer and imagine there might be some similarities. That is, questing is more set up for dps than any support char. I would love it if the game could recognize what your character's focus is and provide the appropriate NPC a little often and to more precise effect. With my healer, for example, give me glass cannon NPC that can actually do some serious damage but requires serious healing/support to do it. That way, leveling up and questing a healer or tank would feel more like they are solidly in their role. The same big magicka pool that allows a healer to be a good healer also allows her to defend herself by healing through damage and doing good damage. But the tanks I know basically reconfigure out of tank mode into a less than optimal dps mode for questing - that sounds rather tedious and like it would discourage tanks.
Note: As a healer, my elf is in awe of tanks and simply adores them - mostly because they do what she cannot and enable her to do what she does better. It just seems that tanks have even less incentive to quest solo than a healer. So I'm all for anything that would encourage more tanks and healers.
All harder content requires good tanks. All trials except vAA and vHRC (not HM) require two tanks. vMoL is a significant tanking challenge and vHoF is all about tanks and healers. DSA is a great example of a 4-man tanking challenge.
I really don't see your problem. Unless you want a 4-man with 2 tanks (what a painful slogfest would that be...)
Add healers to the mix, returning to my old undaunted academy ideaAfter Thieves Guild and the Dark Brotherhood DLC I would like to see more Fighters guild content geared towards Tank characters. Maybe for a Companions storyline in Whiterun?
Wifeaggro13 wrote: »All harder content requires good tanks. All trials except vAA and vHRC (not HM) require two tanks. vMoL is a significant tanking challenge and vHoF is all about tanks and healers. DSA is a great example of a 4-man tanking challenge.
I really don't see your problem. Unless you want a 4-man with 2 tanks (what a painful slogfest would that be...)
They do not require two full time tanks . Your comments are slightly off. Two tanks are very situational and arguably much of the content on the whole from 4 mans to normal trials dont even needs a tank
Wifeaggro13 wrote: »All harder content requires good tanks. All trials except vAA and vHRC (not HM) require two tanks. vMoL is a significant tanking challenge and vHoF is all about tanks and healers. DSA is a great example of a 4-man tanking challenge.
I really don't see your problem. Unless you want a 4-man with 2 tanks (what a painful slogfest would that be...)
They do not require two full time tanks . Your comments are slightly off. Two tanks are very situational and arguably much of the content on the whole from 4 mans to normal trials dont even needs a tank
Let's not talk about normal here. It's a well known fact that you can pass normal maelstrom with level 3 nightblade with 1 skill on his bar. Normal trials are a faceroll and are supposed to be a faceroll for all the RP guys to enjoy the story.
Two tanks are required for:
vAA: Last boss HM
vHRC: Last boss HM
vSO: Mantikora (black hole mini-boss one-shots DDs), Ozarra (one of the most difficult jobs is for an off-tank), The Serpent including HM (to manage lamias and mantikoras)
vMoL: Zhaj'hassa (if the main tank gets cursed), Twins (bosses have to be tanked separately), Rakkhat (to manage the hulk who wil otherwise one shot main tank)
vHoF: actually requires two tanks. Not main and off. Just plain two tanks.
4-mans can be done without a tank but having a tank makes them so much smoother. Chaining the adds together does wonders on trash pulls.