Quote Originally Posted by Lyth View Post
Again, you cannot calculate your kill time from your team's adps. It's a bit of a nonsense parameter outside of the context of figuring out buff windows and timings. You can, however, calculate your kill time from summing your team's rdps.

Either way, you're focusing on the wrong issues by debating over differences of a hundred dps or so and cherry picking which metric you want to use to beg for 50 potency buffs. The unfortunate truth is that the rest of your team just doesn't care about minor variations in tank dps because you are simply not the heavy lifters here. And that's really the thing that you should be united in fighting for.

Tanks should have carry potential, be it mechanically, dps, or both. As it stands right now, the only reason why the role matters is to get you into the instance. Tanks really get into their heads about min-maxing their gameplay, but you don't really understand how meaningless your efforts are until you give up the 'support' lifestyle and cross over to the dark side to see what it's like to really have an impact. As long as you don't die to something silly and get a DPS killed from an auto/TB, or go for uptime at the expense of that of a DPS, the rest of your team actually doesn't care what you do.

Unless and until that changes, you should strongly reconsider your investment in the role. This is a fantastic tier, but it's the most depressing one that I've seen for tanks in a long time.
It's really sad that all mechanics tied to tanks (aggro management, boss positionning, adds...) just go removed or made irrelevant. Tanks don't really have anything specific to them, outside of a set assortment of damage reducing abilities that are not that different from each other save for their short CD and invuln'. I'd kind of like tanks to have own situations where they have one took that is a little bit better for some situations and helps with tanking better. Be it as a MT or OT. But well that period is behind us.