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  1. #11
    Player
    Venjenz's Avatar
    Join Date
    Mar 2017
    Posts
    187
    Character
    Venjiwenji Lala
    World
    Famfrit
    Main Class
    Warrior Lv 60
    Quote Originally Posted by bswpayton View Post
    but the thing is nobody wants to tank , so why on earth would you force tanks into a play style that they arent asking for , leave tanks alone and let people who are willing to tank play them the way they want I dont get SE sometimes
    Not true. Plenty of people want to tank. 15-20% of the player base plays tanks.

    Tanking is (1) having the highest Effective Hit Point (EHP) pool, (2) keeping as much of the incoming damage as the mechanics will allow aimed at that highest EHP pool, (3) smoothing out incoming damage as much as possible to make encounters both survivable and predictable. That's THE ROLE.

    Now there are plenty of ways to manage how each tank job approaches those core mechanics of the MMO tank role, but in the end, you are there to keep a predictable and reliable max EHP pool between the bad guys and the rest of the party. PLD can be shieldy-blocky EHP, WAR can be berzerker "my rage lets me shrug off your feeble dmg" style EHP, and DRK can be "I feast on your soul to strengthen myself" EHP. However they do it, the end result remains the same - put your EHP between bad guys and your party, and keep it there.

    That is the tank core playstyle, and everything is window dressing on how that gets accomplished. Look at any other MMO's tank classes, and theorycraft out an optimal 30-120 second sustained threat generation + incoming dmg mitigation throughput, then change raid bosses, trash, AE, etc and average it all out, and you'll end up seeing how tanking is remarkably the same across different games and each game's tanks. Same thing here, ideally.
    (2)
    Last edited by Venjenz; 06-13-2017 at 04:03 AM.