Quote Originally Posted by Brian_ View Post
Instead of being a petulant child and crying that things need to change because they aren't how you want them to be, maybe it's time you realized that this game is what it is.
No, this is what you try to make the game be, and what SE is trying to prevent step by step...Came 3.0, they decided to remove any accuracy from healer's gear, to reduce their DPS output. After that, they changed tank's AP calculation to make them focus more en Vitality...and nerf their damage. They also prevent main stat overmelding which, for the record, was only ever useful to tanks to increase their DPS. They also reduced the need for DPS checks, and even focused mainly on parry and skillspeed for the last tome tank set. Parry, which is also planned to be reworked to be more useful.
If you don't understand that all of this screams "Stop bothering us with your damage output", then you're just covering your ears.
Quote Originally Posted by Brian_ View Post
Tanks don't play the same between dungeons and raids.
Yes, they do. That's why you see more and more "raid" mechanics making their way in storyline fights, like tankbusters, packing and gazing mechanics, etc...Normal raids are just...slightly less forgiving. And for the record, dungeons are also too easy...which will change in SB (Confirmed by SE during Fanfest)
Quote Originally Posted by Brian_ View Post
When you are trying to maximize your SwO / Deliverance / Grit-less up-time, precise and appropriately gauged CD usage becomes significantly more important than when you're sitting there turtling up in ShO / Defiance / Grit.
Ok, so you have a boss fight with a tankbuster every 50-60 seconds...tell me how stance dancing make your CD management "more precise" for that.