Quote Originally Posted by SargentToughie View Post
You keep using the word 'minimal' to describe tank damage. Stop it. Tanks can unleash some serious pain right now, and that's not likely to change too dramatically. I guarantee you that unless they do something really dramatic, my Gunbreaker will still be able to out-perform a bad DPS throughout most content.

Besides, what would you have preferred? Contrary to what others have tried to argue in these forums, aggro management is NOT FUN. Me going back into tank stance for another Butcher's Block combo because the RDM can't find Diversion isn't interesting gameplay, it's arbitrary garbage that's keeping me from doing the things I want to do. Even worse if you're PLD or DRK and you lose out on MP or blood because of it. Every enmity combo you throw out is lost potential to activate the fun parts of your job, period. And the game changing that is a good thing.

Besides, with explicit enmity combos gone, it unlocks a lot of weaponskill budget to make tank DPS rotations more engaging. What's not to like about that? Tanks are still going to be in the front of the bosses, and they still have skills that focus on mitigation and defense. They just also do those while the core gameplay loop focuses around doing the optimal amount of damage, at the same time. Your optimal damage will result in optimal mitigation, and optimal sustain, which is a vastly healthier playstyle than we have right now.

We finally get to have our cake and eat it too. It's amazing.
tanks generally do half the dps of a dps class, even in pure dps stance.

I personally may have found tanking to be kinda meh, and the fact that i had to give half my skills to managing enmity, when it honestly didnt seem to matter. But i am generally more dps focused.

What about the guys who wanted more mob control, more interactive enemy/player interactions? For the monster to be a threat that required them to pay attention and react? Clutch use of mitigation?

it just seems like for people who actually prefer contrOl/mitigation this might be the wrong direction to go.


if they are simplifying enmity, and are making active mitigation/recovery more important, thats great, but that doesnt seem to be what he suggested in the video