I started playing with 5.2 and hadn't played since early 2.0. As a new player, I did find it strange how Tanking/Healing worked in the game. I'm wondering what everyone's idea of making the tanks "different" is. What does everyone see as the main point to differentiate the tanks on? My thoughts are that there are ultimately a handful of responsibilities that need to be fulfilled by skills that tanks have:
1. Keeping threat
2. Decreasing Damage taken
3. Outgoing DPS
I promise that I'm trying to learn and not asking this as a "gotcha" of any sort, but where is it that people would like to see the differentiation? All of them?
For threat, I actually enjoy the current "You don't really need to worry about it." as a DPS main, because in most other MMOs, I felt like I was being punished for doing well. At some level, I enjoyed the need to manage aggro if there were sufficient tools to do so, but it meant that a mediocre tank could really slow down the entire dungeon run. But from the sounds of it, there are people that "miss" the need to work to hold aggro, to juggle dealing damage with holding threat. I don't have any idea what FF14 was like before these changes, but was that really something that was fulfilling? Did it go farther than just "I do rotation A twice for emnity, then just DPS the rest of the fight."? How was that system for the other players (healers/DPS)? Did you really notice a bad player in that set up?
For decreasing damage taken, it sounds like from what I've read, too much differentiation in the type of mitigation ultimately lead to overall meta problems. There are definitely different _ways_ to decrease damage which I could see trying to do. Things like a class using MP to create shields to prevent damage, leeches, defense-based rotations to weave into normal rotations, etc. Seems like there are ways to handle this that won't cause huge swings in class value in _most_ cases.
The last big thing is DPS, which it _seems_ like there is some differentiation for. But from the ways everyone talks, it sounds like that's not the case. Sure, you can argue that it's still about 30s/60s burst windows for each of the tank classes, what's the alternative being suggested though? One class that has burst windows, one that has sustained damage, one that has a staggered OGCD rotation, etc?
I'm just trying to understand what everyone is pushing for a little better.
Alternatively, with healer, I (SCH) enjoy the fact that I get to do some DPS, but definitely get bored with the DPS rotation. Maybe it shouldn't be that engaging because I'm not DPS, but it seems like there's a better way to handle all of that. Things like damaging spells/debuffs "powering up" the Fairy who can then heal better. I don't really play healers much at all, so I can't comment on things that are engaging for the role, but the most fun I've had as a healer was in RIFT with a Chloromancer who healed by doing damage mostly, with a few heals to use in certain instances.


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