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  1. #1
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,623
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by vetch View Post
    Then gear the tank.

    If gear stops being automatically funneled to DPS first because the tank needs it equally since he doesn't get free top aggro from a babyproofed tank stance multiplier anymore, this is sounding better and better.
    This might come as a shock, but not everyone runs everything with a static. I cannot control the gear level of the random tank that comes into my roulettes. This is something that needs to be considered across all content across all players, not isolated to static environments. However, in a static environment, the thought of enmity management is even more distant that it is in a PUG environment. Everyone will use their enmity tools and, as I have stated, any time you get the chance to coordinate a Provoke > Shirk, enmity management is non existent anyway. So it isn't a system that the hardcore raiders would even interact with except at the start of a fight anyway.

    Quote Originally Posted by Shikiseki View Post
    Hmm I'm bit torn on that one after having experienced tanking during 3.0 as well (granted I played WAR back then and it felt quite fun to stance dance but...) I think it's quite unneeded most of the time - not to mention most DPS would have to use quelling strikes again and healers use lucid to cut hate.

    I'd rather have a focus on tank specific nuances like protecting the party by standing in front of them, pick up a target marker from others or even shield a healer with your special 25s mitigation to protect them from unavoidable damage.
    Warrior was the only one that had some sort of flow in stance dancing, it felt really bad on PLD/DRK.

    You do also see fights with tank specific mechanics, like picking up tethers, or being at the front of a stack. However, what I would like to see is more interactivity with stuns and interrupts. I won't go into detail here, but they are mechanics that could form something interesting. This is all for making it so that tanks control where damage is going and potentially what form it takes (massive hit, done in a DoT, split etc.).
    (4)
    Last edited by Mikey_R; 08-03-2023 at 08:26 AM.