Ok so there are different answers to this question. The answer depends on what kind of group you are running with. First thing you need to know is that tanks increase the groups DPS by a percentage. That's why the group matters.
Let's say you are running with an experienced group that are your friends/guildies etc. and they can pull really high numbers. Since our boosts are percentage based, the more damage they do, the more damage they gain from your buffs and debuffs. In these cases, it's a ton better to play a support tank. For example, a great DPS player pulling, let's say, 60k ST on a boss with a bad tank, can go up to 80k (sometimes even more) when I tank.
Then you have pretty much 90% of the PUGs. They have no idea what's going on. Spamming light attacks, roleplaying as an Ice Mage with an Ice Staff etc. In these groups, you can pull off 80% group DPS easily by making correct gear and skills choices. If you go in as a support tank, the run will become a nightmare, even worse than it already is. Because your damage boosting makes so little difference in a group that has 15k group DPS.
So there you go. It all depends on who you play with.
Ok so there are different answers to this question. The answer depends on what kind of group you are running with. First thing you need to know is that tanks increase the groups DPS by a percentage. That's why the group matters.
Let's say you are running with an experienced group that are your friends/guildies etc. and they can pull really high numbers. Since our boosts are percentage based, the more damage they do, the more damage they gain from your buffs and debuffs. In these cases, it's a ton better to play a support tank. For example, a great DPS player pulling, let's say, 60k ST on a boss with a bad tank, can go up to 80k (sometimes even more) when I tank.
Then you have pretty much 90% of the PUGs. They have no idea what's going on. Spamming light attacks, roleplaying as an Ice Mage with an Ice Staff etc. In these groups, you can pull off 80% group DPS easily by making correct gear and skills choices. If you go in as a support tank, the run will become a nightmare, even worse than it already is. Because your damage boosting makes so little difference in a group that has 15k group DPS.
So there you go. It all depends on who you play with.
Having to go a hybrid DPS tank because your DDs are garbage shouldn't be what is expected of a tank though.
Silver_Strider wrote: »Ok so there are different answers to this question. The answer depends on what kind of group you are running with. First thing you need to know is that tanks increase the groups DPS by a percentage. That's why the group matters.
Let's say you are running with an experienced group that are your friends/guildies etc. and they can pull really high numbers. Since our boosts are percentage based, the more damage they do, the more damage they gain from your buffs and debuffs. In these cases, it's a ton better to play a support tank. For example, a great DPS player pulling, let's say, 60k ST on a boss with a bad tank, can go up to 80k (sometimes even more) when I tank.
Then you have pretty much 90% of the PUGs. They have no idea what's going on. Spamming light attacks, roleplaying as an Ice Mage with an Ice Staff etc. In these groups, you can pull off 80% group DPS easily by making correct gear and skills choices. If you go in as a support tank, the run will become a nightmare, even worse than it already is. Because your damage boosting makes so little difference in a group that has 15k group DPS.
So there you go. It all depends on who you play with.
Having to go a hybrid DPS tank because your DDs are garbage shouldn't be what is expected of a tank though.
Except some fights pretty much require just that though. Planar Inhibitor, Engine Guardian and Drodda are the most prominent cases in which traditional tanking just doesn't really work and you're better off going Hybrid DPS Tank. Yes, it shouldn't be expected as the norm but PUGs can be absolutely atrocious if you don't have some Hybrid set up to do some level of damage yourself and vote kick doesn't always work with removing bad DPS from groups (I swear there's a hivemind for bad DPS to prevent kicks). So, you're left with either leaving and getting a penalty or carrying the group, neither of which is appealing a choice but what can you do?
AhPook_Is_Here wrote: »I expect PVE tanks to Buff, debuff, hold agro, position, heal the group, heal themselves, dps the boss and revive any fallen players including the AFK ones.
Survive, taunt, pack & debuff (in order of importance) enough to ditch healer for a 3rd dps to burn thing easierTank should not be concerned with direct DPS, they do indirect DPS by debuffing the enemies and buffing their allies.
If they do a good job of this, then the DPS who have optimized their damage can get even more out of their builds.
I feel the same way about healers. Healing is secondary to buffing, most players can heal themselves just fine. Only a few builds are in desperate need of a pocket healer.
@Tasear
This is how healing is looked at currently in the game by players.
Don't exactly know why healers are brought up in a tank thread, but thought as healer class rep, it's important for you to see this issue.
AhPook_Is_Here wrote: »I expect PVE tanks to Buff, debuff, hold agro, position, heal the group, heal themselves, dps the boss and revive any fallen players including the AFK ones.
I know you’re being a bit cheeky but I used to do this on my nightblade tank. Good times. I was pug proof. “Healer” with no resource return? No problem. “Healer” with only one heal? No problem. Light attack dds that doesn’t heal itself? No problem. Most of my skills debuffed and all my skills damaged and healed at the same time. I would wear Rkugamz and have dds chase after me for the resources because Siphoning Attacks always kept me topped up. it was magical.
WuffyCerulei wrote: »Recently I saw a conversation in zone chat about how pve tanks should have a dps backbar to burn through hard mode dungeons. I think they were talking about base-game dungeons. But it was an interesting take on that.
I personally only expect the tank to, at the very least, hold agro of the boss and not die to its attacks. Optimally, they should hold agro, debuff, and position the boss or bosses at the best spot. I only expect the first when it comes to pug tanks, as you truly don't know what you're getting with them. However, when it comes to running with good tanks and especially vet trials, they need to do more than that. I don't expect them to dps as they need those resources to agro, debuff, heal/buff themselves, pull adds in, and more. Dropping dots and whatnot could eat up a resource they need. However, if the tank can do all that, and they want to run a skill that does damage like blockade or executioner(with the AS greatsword), I won't complain.
What do you guys expect your pve tanks to do? If you're a tank, what do you think your role encompasses?
OTOH, why is that necessarily a problem? "Healers in ESO are more about supporting the group with unique (de)buffs*, less about giving health back" seems rather fine.
* I'm not saying that this is the case at the moment. It's (often) not. But it's imho more important to ask how healers could be more useful, not only or necessarily healing.
Survive, taunt, pack & debuff (in order of importance) enough to ditch healer for a 3rd dps to burn thing easierTank should not be concerned with direct DPS, they do indirect DPS by debuffing the enemies and buffing their allies.
If they do a good job of this, then the DPS who have optimized their damage can get even more out of their builds.
I feel the same way about healers. Healing is secondary to buffing, most players can heal themselves just fine. Only a few builds are in desperate need of a pocket healer.
@Tasear
This is how healing is looked at currently in the game by players.
Don't exactly know why healers are brought up in a tank thread, but thought as healer class rep, it's important for you to see this issue.
Yeah, for dungeons though, and only certain ones.
For trials, you won't see anyone saying they can "heal themselves just fine". They would cry if there was no healer.
OTOH, why is that necessarily a problem? "Healers in ESO are more about supporting the group with unique (de)buffs*, less about giving health back" seems rather fine.
* I'm not saying that this is the case at the moment. It's (often) not. But it's imho more important to ask how healers could be more useful, not only or necessarily healing.Survive, taunt, pack & debuff (in order of importance) enough to ditch healer for a 3rd dps to burn thing easierTank should not be concerned with direct DPS, they do indirect DPS by debuffing the enemies and buffing their allies.
If they do a good job of this, then the DPS who have optimized their damage can get even more out of their builds.
I feel the same way about healers. Healing is secondary to buffing, most players can heal themselves just fine. Only a few builds are in desperate need of a pocket healer.
@Tasear
This is how healing is looked at currently in the game by players.
Don't exactly know why healers are brought up in a tank thread, but thought as healer class rep, it's important for you to see this issue.
Yeah, for dungeons though, and only certain ones.
For trials, you won't see anyone saying they can "heal themselves just fine". They would cry if there was no healer.
Because there was a discussion in the healer discord about how to make healing relevant in all content, not just trials.
Overworld, dungeons, and trials.
The responses I posted give insight into how healing is seen, so relevant to the healer rep who is in communication with the development team.
Healers aren't meant to be bards, throwing out buffs and debuffs, at least, not before healing. That's why it's called being a healer. As of now, it's backwards.
That's a problem, and one that the dev team (according to the class rep) also sees as a problem.