
Originally Posted by
Thoro39
The difference between a good player and an average-complacent player is that the former is readily accepts to carry parties through these "other issues", while the latter just sits in tankstance and tells others that these issues are "not his problem" since he's tanking just fine. Obviously any kind of advice should recommend good play, that helps any party, so the former is recommended while the latter should be avoided.
On the last sentence, there are plenty of instances in savage fights where the boss stops autoattacking( i.e. do 0 damage specifically to the tank) for a minute or more in O3S and many more fights, and in these instances, Tankstance is nothing but a disadvantage.
The "your healers might dps more" argument is also flawed, as it pushes the responsibility to deal DPS while doing their roleduties to the healers. Why should Healers dps when you as a tank do not bother to improve your DPS through stancedancing? That's a doublestandard.
In addition, the "extra heals" that a no-tankstance tank requires are much less of a dps loss than a full tankstance tank. A full tankstance tank deals up to 40~60% less damage than a proper dps tank, and it's enough damage loss to make fights harder for your party.
Harder? How? Aren't Tankstance Tanks supposed to be safe? Let me elaborate.
A properly played dps-oriented-party can afford 7 or more playerdeaths while still comfortably clearing the O3S-O4S enrage timer, while a party with fulltankstance tanks has a muuch lower leeway in clearing the enrage time, some even parties have to give up after one single dps death. The former then can therefore afford many more mistakes than the latter, while the latter requires perfect mechanical execution. So even if the full tank-stance Tanks play "safe", the party itself is at a much greater pressure and risk to play mechanically perfectly. That pressure to not be able to afford one single death or two on itself is an unsafe disadvantage.
Many, many times, I hear people say "We just dont have get a death", whenever they die to the enrage timer. It's one solution, but an easier solution is to deal more damage in the first place through proper good play with good rotation, including the tanks, so that any kind of deaths are not an issue in the first place when it comes to clearing a fight before the enrage timer.