I really can't stop myself from coming back to this trainwreck of a post over and over again to see it continue to burn.




I really can't stop myself from coming back to this trainwreck of a post over and over again to see it continue to burn.


Great. You had to say something. Some of the posts in here were incredibly hard to read and I was so glad that it was over.... -sighs while grabbing popcorn-
It depends on your definition of "overpowered", but I would completely disagree with the premise.That's actually something I've never put into words that mitigation is king. I've noticed that tanks are the most overpowered role in the game. For harder content, you bring DPS because tanks hit enrage, and then you bring healers because the DPS are squish and can't mitigate good. But I've done 4 tank expert roulettes, and there are videos of 8 tank diamond weapon and 8 tank UCOB. It's really wild.
The only real reason that a full group of healers may have trouble doing things like this is because they specifically designed a reused mechanism that helps to "ensure" that you have a tank, tank busters. If it weren't for tank busters, you'd likely see groups be 1 healer and 3 DPS which flies in the face of tanks being "overpowered". The real problem is that the mechanism that pushes for inclusion of DPS (enrage timers) are ultimately tuned too low. The reason why you see full tank clears is a combination of a reasonable amount of self sustain on top of mitigation, but more importantly skills that allow for tanks to swap aggro.
You're not seeing these clears because "tanks are overpowered", you're seeing them because they have tools that allow them to control the enemies and work together well as a team. The power is in the synergy rather than the role/jobs itself. But, better tuned enrage timers would create a DPS requirement which would preclude these tools from being used to get around the intended group make up in content.
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