Final Coil
It's actually completely historically accurate. Interestingly, back in Final Coil, some very good players on my server kept a spreadsheet of their, er, performance metrics. It's still floating around. Most of the names on it are oddly familiar. There was a significant amount of overlap between WAR and BRD in Final Coil, mainly in the 425-475 range.
Surprisingly, toggling Defiance was actually part of optimising dps in ARR, especially during your opener. The reason for this was because of Unchained. You used Unchained to remove the damage penalty, allowing you to take advantage of the stance's crit boost and giving you temporary access to IB. You'd toggle it back off as Unchained was finishing. The arrival of Deliverance in HW changed this because Defiance had a parry bonus instead (not to mention the arrival of FC/Deci), but in ARR it gave you crit.
But the single biggest reason was because of STR accessories. Damage was tuned around the idea that tanks were going to be using VIT accessories. What SE didn't predict was that some tanks would be using melee dps accessories. During the WF clear of T9 by BG, Sirius Taco had about 6k HP with defiance off, barely more than the melee dps. Why? STR accs, complete with an i90 Vortex Ring of Slaying.
Granted, there were still people at the time arguing that tanks should stack parry. The general playerbase at the time was so used to misinformed tanks that if you showed up in STR/crafted and tanked well, minds were blown. Good times.
The value of tanking
I'm not really sure where the Aurum Vale reference comes from - it's not raid content, for starters, and is an oddball even as far as dungeons are concerned (but I think that's also a function of it being a 1.x dungeon). It actually plays much more like PotD/HoH in that careful pulls are relatively important. Is it an interesting bit of tanking content? Yes. Does it impact whether players presently consider good tanking or healing to be high value tasks? Not really.
In current content, you definitely see the difference between a better dps and a weaker dps. You make the dps checks allowing you to clear. You clear faster. Even if you put gear on a weaker dps, you get more value out of them, irrespective of how mediocre their play is.
It's not as clear cut for tanks and healers. Most tank and healer 'checks' are mechanics checks. You're expected to figure them out quickly and get back to smoothing things out to meet the raidwide dps check. And in fairness, they're usually fairly simple. It's never a case of "if my tank had better gear, surviving this tankbuster would be cleaner." It's always "if our dps had better gear, we would make this raidwide check."
Granted, the former will never, ever be the case as long as we have invulns.
But even on a more basic level, it doesn't really matter if you're a good 'tank'. i mean yeah, you need to remember the four tankbuster timestamps so that you press the button to survive. But because boss movement is mostly scripted, you rarely run into a situation where your tank positions things badly (you'd almost have to try deliberately). There's never a sense of "when this player tanks for us, I do more dps because they have the best positioning setups that I've seen."
How do you provide more value to your team as a tank? The content has to be designed to allow for it, first. it doesn't matter if it's about pushing more dps or setting up the fight so that your teammates do more dps. Someone interested in self-improvement is always going to be interested in finding more ways to provide value to their team. If the role doesn't allow for it, they're going to either swap roles or find a game that allows them to do so.



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