What is the point of playing tank other than warrior?
Simple + mitigation + max hp raised + straight up healing + life steal
I would like to know other people opinion
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What is the point of playing tank other than warrior?
Simple + mitigation + max hp raised + straight up healing + life steal
I would like to know other people opinion
All tanks are more than capable of handling incoming damage, though if you just want to be strictly the strongest that is Warrior,
personally I just like playing Gunbreaker more, sword goes boom and Superbolide is funny
Yeah but I am a warrior lover.. but bro warrior got it all no tank can do what this monster can do to boss + mobs
I know some pple like that have shield or a giga chad greatsword.. but gameplay wise no tank can even compete with warrior
The other tanks exist to inflate the ego of War players.
I find Warrior super boring compared to the other tanks. If I wanted to have a 4 button rotation I'd go play Guild Wars 2.
Warrior needs to be nerfed but people would cry about that, because it isn't literally the best thing at everything.
The only point in playing another tank really is for having 2 different tanks to generate LB faster.
Expect to see warrior mains upset in 7.0 because their 40% doesn't have a added mitigation, so you will see a 1200 potency barrier added to it and the cooldown will be reduced to 90s.
Just the opposite now, really. Every tank is so inundated with mitigation that you can safely play as a non-WAR without worrying about it, especially when the other tanks aren't as boring. Living Dead turning into a full heal was a major factor as well.
I think I'm going to start boycotting WAR runs during DT if I pick up a healer again. Like what the actual fuck am I doing there, pretending to heal a player who basically has god-mode-lite on, only ruining the experience of first time dungeon runs for myself? Just let them queue in without a healer.
This is totally independent of my opinions over on healer strike and more to do with my enjoyment when I play tank
ALL THE TANKS NEED TO BE NERFED
Tanks are physically unable to die in casual content (DRK in mob packs is an exception). They take less damage than the party with 6 vuln stacks, you can survive busters with 8 vuln stacks unmitigated, anything below a normal raid hell you can actively chase vuln stacks and you won’t die
In most dungeons and trials at this point as a tank I just stand in one place and never move and collect whatever vuln stacks hit me in that one place and I just………don’t die (and the healer isn’t even power healing me, I’m just using my own healing)
What fun is there in being physically unable to die
Side note i do agree with the OP premise that within the tank role WAR is too strong but the entire role is too strong right now
While I do agree that all tanks are in need of some sort of nerf, I don't wanna just outright remove/nerf strong cooldowns, I think one conversation we had was about sustain, where I think sustain is fine it just needs to be reduced and balanced out; I actually think baseline mitigation plays a massive role into why tanks feel very powerful defensively and why most don't need a healer.
Warrior is sort of a anomaly to this though, it's self healing is so absurdly strong even if its defensive value was reduced a lot I don't think it would be enough to make this tank feel "over powered" in wall to wall due to how blood whetting works and just the sheer volume of how much sustain tools warrior has added to every one of their defensive skills. Warrior is even a problem after ARR in this regards
I think a good and interesting way to do this is nerf down tanks base defensive value (aka removing/reducing the tank passive), so that cycling mitigations properly becomes more interesting on tank, I'd want tank gameplay to have more importance on using your defensives.
At the end of the day I'd personally like tank responsibility to be high with, raid wides and target mit's but I also think that current tanking somewhat fails with that... It should require decent team work for a tank/healer to wall to wall pull in a dungeon, instead of one job being able to fully carry the other through it with situations like warriors absurd per enemy hit heal.
Other tanks are actually fun.
If we don't need healers because it's fine if other roles invalidate another then I request tank Titan back so SMNs can invalidate tanks so everything balances out.
It's the natural end result of the balance team listening to Warriors who complain any time another tank does something better.
Endless streamlining, homogenisation and unwarranted buffs in pursuit to make sure no tank ever has an opportunity to stand out other than Warrior has led us here.
All tanks can clear, but you have no reason to ever play any tank over War.
Warrior is the only tank in the game that can still do things that are unique to them. And where playing Warrior made the difference. (Or as others would call it; a moment of glory)
Be it through some unreal amount of self sustain, having the best party mit, double dipping their personal or their invuln allowing them to skip entire tank mechanics that other tanks can't due to their cooldown.
All the other tanks lost theirs to make the loud streamers and their viewers happy. Even a 4% dps difference was deemed unfair. Because you apparently can not tax the tank with the best version of every tank cooldown in the game.
There are distinct upsides to the other tanks, that usually almost exclusive stem from superior raw mitigation, both PLD and DRK can put out higher mitigation at a much faster rate than WAR, but its very rarely relevant.
Hopefully DT potencies put WAR back where it belongs in terms of damage but we'll see.
Gunbreaker does more damage. So there is that.
I can still remember the ractions to the problems of DRK in previous expansions
Shadowbringer:
"You don't need to have a rework or even any changes, DRK has the best mitigation in the game with TBN!"
Endwalker:
"You don't need to have a rework or even any changes, DRK has the best damage of all tanks!"
I wonder what is going to be the excuse this expansion.
Or maybe we are going to have more people to acknowledge problems coming from this class when it comes to gameplay and class identity/design and not divert the attention to potency issues.
(One can dream)
PLD has access to 2 raid wide mitigation but also a "ranged combo". In EW we never benefited from it but in previous expansion it would've been a huge deal.
DRK has access to TBN and Dark Mind, making DRK fantastic against tank buster that happens every minutes. Living Dead is also much more flexible than Holmgang, but it's true Holmgang wins big thanks to that 60s CD gap. Imo Holmgang should be balanced with a bigger cooldown but get a massive hot to compensate.
GNB has access to Corundum, arguably the best short tank cooldown, and a higher DPS that synchronize better with 2 mins buff.
WAR is in a very good position but very far from invalidating other tanks.
I would say play flow and Optik.
Warrior is maybe the best tank. But he is only on place 3 of 4, from the tanks i like.
I like Paladin the most.
The optic of sword and Shield is nice and he is the tank, that fullfill the image of a tank the best. Mean: He is the best class in terms of protection himself and others (4 skills to protect others, in additon 5 or 6 skills to protect himself, than has he the ability to heal himself and others to).
What is bad at the paladin is his Offensiv play. Its the lamest of all (more or less boring animation and very little variation, but, the form he has now fit me more, as before his rework).
Gunblade:
Great offensive tank. He has the best attack flow in my opinion. Multiple attacks, where you use differently attacks. But has little defensive ability, if i remember it correctly.
Warrior:
He is the best for solo content in my opinion.
He has high attack. Is hard to kill and has some own defense skills. But, he has little abilities to protect others, if i remember it correctly. And, he can only heal himself. Not others. In addition do i dislike it a little, how often you press 1 Button, when he use his rage mode. I didnt even like the Animation much (where are the 2-3 blades coming?). He feels slower and more brutal, as the upper 2 tanks.
Dark Knight:
Sadly the last place.
Its a nice idea, to ad magic to his arsenal. And i think he is the tank with the highest dmg.
But, what i dislike by him is, that he feels slow.
His attack animation looks heavy, but with slow speed (fit his weapon). In addition has he magic for his attacks. But it feels like, that they have very short range. The trailer showed a very long and big "Getsuga Tenshou". But, if you use it ingame, is the energie blade hardly to notice. Maybe, he should have more reach, as the other tanks? His beams looks even shorter, as the energie beams, that the Paladin is using.
In addition has he very view abilities to protect others. And th3 ones he has, are again magic attack. And than has he not even self heal option (or is not very strong).
That is at last my view on the question. But Tank is the class, i play the rarest.
Warrior is the best tank outside of ultimates and savage. In criterion savage and below it is king due to its self sustain and the fact that mitigation requirements are lowered the moment you go outside of savage and ultimates.
The problem is that is the majority of content it is king. I'm a DRK main but even I know the most optimal way to run your daily expert is to just get on warrior and not have to worry about the rest of the party because you can do it all yourself.
Paladin is the closest to the best tank which is warrior.. but still not even a match.. you can't fail playing warrior.. combos are simple and clean with access of all types of mitigation and healing..
At least healers have somewhat extension between shield healers and regin healers
I'm assuming they are evaluated on similar level. You can hardly fail playing any tank jobs, they are different but they're still similar to play.
You can't exactly fail as a PLD, you might have a resource problem with GNB & DRK if you play without thinking but it's not like going from WAR to GNB is making to be a massive difficulty gap.
Paladin having access to both shield & percentage based mitigation is more valuable that you can think.
If anything, I think WAR's biggest advantages are holmgang and its damage consistency thanks to so many auto direct crit.
I plan on starting the MSQ in Dawntrail as warrior mainly because it is the "simplest" of the tanks and that will help with going into new content blind. That being said I plan on leveling all 4 tanks to 100 as I do genuinely enjoy all 4. I bounced back and forth quite a bit on which one to start the expansion with and settled on warrior due to its power level and simplicity. I am also a huge fan of the new skills warrior is getting.
People always seem to forget that PLD's have the longest Invul by a mile which is a key downside to the job, while warrior has the shortest. it being a "true invul" does not matter for the majority of content.
2 raid wides? yes this is nice but Passage of arms is a very rigid cooldown in useage you cannot use Passage in a lot of instances where a 15% Mit would be useful, due to its cone AOE you're generally going to get uses in stack situations, PLD also has divine veil nerfed compared to shake because of this. "ranged combo" isn't really used in current design.
GNB's HOC, is not really "the best short CD" It's holy sheltron, I guess the excog effect can be nice in a pinch but it's 15% + 15%, Other tank mits are very similar, BW being 10% + 10% and 400 potency shield, TBN Being a 25% shield, they all have a very similar impact with DRK being the most unique and better then stacked with mitigation.
Other tanks do have some niche upsides but even in Paladin's case the best example of something close to warriors level it already suffers from such a long Invul compared to warrior.
Holmgang is obviously too strong, PLD invuln's CD should be reduced, at least to Bolide's level. HP reduced to 1 isn't a real downside.
You shouldn't underestimate Passage of Arms, it's an incredible tool in early savage/ultimate content. Because you have Divine Veil, you can swap them in the mitigation mapping to cover Passage's weakness. Plus, we often end up groupe during a big raidwide or raidbuster that requires the tank to be in the front. Dismantle and Passage of Arms allowed MCH&PLD to have a bigger impact on the mitigation plan in TOP and Anabeisos.
As for the ranged combo, yes it's not relevant in EW savage/ultimate. But it's relevant in criterion and will most likely be relevant in DT as we've seen the hitbox was reduced for the first Arcadion boss.
I would be okay with Warrior's invuln if other tanks had anything going for them.
But there are no strats that the other tanks open up, because they had all of their uniqueness sucked out of them.
War got to keep their insane self healing, best party mit and invuln.
Drk wasn't allowed to have the best short cooldown mit going into EW. Everyone had theirs buffed to the same level, arguably higher.
Drk couldn't even remain the best solution to bleeds, because Warrior not being the best solution to the bleed problem was apparently unfair. So it got a billion regens on equilibrium and shake it off.
Drk wasn't allowed to do more dps than war either.
And in Dawntrail, they're just doubling down on the Warrior favouritism.
The whole rampart change does little to nothing for Dark knight, because we don't have any healing options.
Yeah, we're getting a 1200 potency heal on shadow wall, but you usually don't want to stack rampart and shadow wall.
Meanwhile almost every single ability Warrior has comes with healing. And you will actually use those alongside Rampart. To add salt to injury, Warrior got a 2000 potency heal.
Why does War get a higher potency heal than Dark knight, and why does rampart need to disproportionately benefit Warrior?
So again, i don't care about Warrior having some advantages in a vacuum. But it just being a direct upgrade? I'd rather have them completely homogenise the tanks at this point tbh.
Not that the tank gameplay looks particularly good in DT to begin with, with how much they're removing and how little they're adding.
I hope things get better so i might feel inclined to play tank again, but i'm kinda cynical there.
Yeah the Rampart trait is a bit of a dumb one, I know they just slapped that there along with buffs to Reprisal, Second Wind and all the role actions because its the easiest least effort thing to do to fill out traits but it really doesn't benefit the tanks equally, at least on a selfish level.
I'm going to assume it works like Thrill of Battle's extra effect does now, in which its actually annoyingly particular on what its boosting. It will only boost skills that directly list a heal potency, and of those it will only boost skills that directly do the healing themselves. Thrill does not boost Bloodwhetting heals.
So for Dark Knight this works on:
Soul Eater, maximized, you can use 3 times under this effect. (+135)
Abyssal Drain (AOE only) puts it up to 230 heal potency per target. (+30*)
And pairing it with Shadowed Vigil, it'll boost the 1,200 Excog to a 1380 excog. (+180)
Single target this is a boost of about 315 healing potency for Dark Knight, about a soul eater's worth. Bit better in AOE but with per target calculations it can't really be included.
Living Dead likely wont be affected as Bloodwhetting isnt affected by Thrill so its not here. Could be wrong but I doubt it.
---------
What WAR gets:
Equilibrium becomes 1380 (+180)
Equilibrium Regen becomes 215 (+75)
Storms Path (maximized) (+112)
Shake Heal becomes 345 (+45)
Shake HoT becomes 115, 5 ticks total (+75)
And lastly, Damnation's HoT will get boosted to 460, (+300)
Thrill of battle does not list a heal potency so is likely unaffected
Bloodwhetting is not boosted by Thrill, so its likely not boosted here either
And thus WAR gets 787 more heal potency from this trait, more than double of what DRK gets from it. Even if you consider an 8 target AOE with abyssal drain, it doesn't close the gap.
I don't really view this as an issue that will cause DRK to be unplayable or anything, the real benefit is going to be from targeting healer actions obviously, and a lot of these combinations are completely nonviable and you wouldn't want to waste all these buttons at once so its likely far lower for each job.
But its more interesting to me that even a blanket homogenized upgrade isn't really a homogeneous boost across the board, PLD and WAR benefit from it selfishly far more than DRK of GNB do.
Theres a high chance that GNB's 40% isn't even affected by this.
Dark knight has no identity or identity crisis because of how it got directed in shadowbringer.. it is just the worst version of warrior with more complexity and unenjoyable.. warrior have the most satisfying skills by far increasing its enjoyability even in dawntrail.. and Dark knight got the worst changes by far followed by paladin..
I am sorry but I didn't enjoy DRK in endwalker it feels the worst job ever to play too (at least comparing with other tanks)
[QUOTE=CKNovel;6488685]Holmgang is obviously too strong, PLD invuln's CD should be reduced, at least to Bolide's level. HP reduced to 1 isn't a real downside./QUOTE]
I actually disagree about Holmgang. Holmgang is in a terrible spot where it's too strong in Savage but it's also the worst invuln in casual content. The other three are a delight to use in dungeon pulls; Holmgang just kind of exists. It doesn't need a straight nerf; it needs a complete rework.
I personally think it ought to be made more in line with the old version: shorter cooldown, but with major movement restrictions that make it unpleasant to use as a "skip this mechanic" button.
My spitballing concept is: you cannot move more than 3 yalms (max melee) from the target, and you must target somebody or some thing to use it. (Allies are fine.) If the target has kb/draw-in invuln, you can't move away from them. If they do not, they're dragged along with you when you move. Enough Savage tankbusters involve a flare or other large aoe that it would prevent Warrior from being able to disregard them all without the rest of the party adjusting, and a tank draw-in effect would be delightful in dungeon pulls.
Presumably if you target an ally, they get a Nascent Flash or similar effect, but they should still be liable to get tankbusted, haha.
You don't need invuln on casual content, even if WAR didn't had its own 25s benediction it would still be a fantastic tank in dungeon.
Other invuln, don't make that much of a difference, you healer simply won't throw any oGCDs on PLD for 10s.
Living Dead is not consistent, Bolide puts you at 1HP but healer will still have to heal you and the tradeoff might not be worth, PLD is the best but you'll have 2 per dungeon.
I don't tank as Warrior for 1 main reason: I don't like having a rage aura around me at all times. If not for that, there's a good chance WAR would be my tank main.
Week1 p8s disagree
Drk - gnb >>>>>>> other tanks :cool: