Tanks can be replaced in most normals, for sure. That's what I was getting at - when people hit dungeons which go better with tanks (e.g. when a tank can hold the planar inhibitor still for multiple phases) the dps don't know how to let a tank do its job because they haven't needed a tank before.Because us dps really don't need a tank in dungeons. Your entire role can be replaced by another dps...how does that make you feel?
Because us dps really don't need a tank in dungeons. Your entire role can be replaced by another dps...how does that make you feel?
Agreed, tanks aren't needed for a good chunk of the content, but that doesn't mean a tank is useless y'know?Spacemonkey wrote: »Because tanks just arent that useful unless its a vet dungeon or a trial.
Also, pure tanks really -arent- needed anywhere else than in trials.
So you cant blame the DPS for not caring about you in all other activities.
I main a tank, im okish. But if I join a dungeon and the L33T DPS decides to speedrun and haze through everything, it doesnt bother me. I'll swap a few skills and can reach a semi-reliable 15k dps. So I'll just do the run setup like that keeping the undaunted taunt in case something bad happens on the team.
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What DOES annoy me, is the somewhat-meta where End game Tanks are supposed to hold all aggro on the mobs and guide them into certain positions for better AOE dps AND DEBUFF them , all that while battling for aggro with stupid warden/sorcerer pets. Death to pets.
Trust me, I'd rather have a good tank & healer than an extra dps any day. :Db Even in nFG1 I can see the difference in trash pulls when the tank has talons or swarm mother to drag the ranged mobs into the aoe, compared to chasing down ungrouped goblins or dreugh; that 10% damage difference is nothing to sneeze at in vet content. Non-DK tanks don't have the flame bonus, but NB can offer off-heals and the assassination passive, sorcs have dark exchange and good damage mitigation to make things easier on the healer, etc.@victoriana-blue do not underestimate a good Tank and a good Healer. Having done many 3 DD runs, I can tell you that a combination of Healer and Tank can lead to higher DPS. When running as 2 mNBs DDs, do not underestimate how much a Healer brings to the table. Not having to put drain yourself, SPC, Worm, additional off-balance, no need to run harness, no need to move much because you get healed, Horn in the right burst moments... it adds up. As far as Tanks go, good stacking, 20% more flame damage, etc.
To provide an example: In vBF HM, with a perfect Tank and Healer, we once managed to make the (big) boss split twice and killed him before he started stomping, and every time we get pretty close to that. With 3 perfect DDs, he usually splits twice, but instantly starts stomping, as the DPS with 3 DDs is ~10% lower in a perfect setting. The reason comes down to mainly magicka sustain. Without Worm, it's tough to sustain Force Pulse with Perfect Asylum's Staff; you either run out of magicka before the boss stomps or have to use Funnel, which decreases DPS. Also, one DD has to use drain, as it is a must-have. Then you're missing SPC, etc. Thus, a good combo of Healer and Tank can definitely make up for another DD and, in a perfect world, outdps a 3 DD group.
There's real tanks in group finder? What?
Ouch, that doesn't sound like a fun run at all.monktoasty wrote: »I've only did pugs on normal so far and only once did I see a tank do anything useful..basically..we all died except him and he took 45 minutes to pea shoot the boss to death lol
Other than that..as dps..I'm always targeted so I'm honestly unsure of how to work with a tank

What is really ironic about this is the DPS who run ahead thinking they are getting the dungeon done faster without the Tank are just fooling themselves.
Buffing the group, debuffing the boss and adds and drawing most of the ads together to make it easier to burn down makes the dungeon go faster.