Lately I've been bouncing around the roles(Tank,DPS, and Healer),and I've noticed something. Time, as we know, is a personal perception. What may seem like a short, but necessary, trip to the bank may seem like an eternity to a kid, for example. My point is, each role has its own "time speed". IE what seems like a quick jaunt in one role seems like an eternity in another. Here are my observations:
DPS: Responsibility level=low. Their job is to dump out damage, So the average thought is "Am I hitting these rotations optimally?" or "Woo guys! Did you see that crit? DID YOU SEE MAH CRIT?!". Because DPSs deal the most damage(because its in the name) they notice a tangible return on the enemy health bar. Killing stuff is how a dungeon progresses, so they get a real sense of pushing the run forward. Combined with fact that they have a longer queue time, means runs go quick for a dps. "Man, this run went by quick!"
DPSs can have a laid back attitude because of this.
Tank: Responsibility= medium. Tanks purpose is to take the damage meant for the group. Because they don't dish out the highest damage(By design), they can't significantly contribute to the killing of stuff like a DPS can, which means they can't control the progression speed directly. They just act as meat sponges. The "action" in tanking is keeping control of aggro. If a tank fails at this, he could cause a wipe, or regain control, depending on player skill. They can't reliably self sustain(relies on CDs) and so must trust the healer to be on ball. This can make runs feel like they last forever. "DPS! What are you doing!?, this run is taking to long! Healer CS once in a while sheesh!" This, combined with short re queue times, can lead to short temperedness and impatience. A lot of Tanks become total jerks because of this.
Healer: Responsibility= high. Healers keep the group going. They sustain the party through a fight. But they can also contribute to DPS. Knowing when to do either is an import part of the job. They have sustain the party AND deal with fight mechanics. A good healer must be able to recover from their F-ups AND someone else's F-ups. A bad healer will easily wipe the whole group and therefore spoil everyone else's run. If a healer is in a good group(all roles on the ball) the runs can get slow and boring (like a Tank) but if a group is bad... "Aghhhhhhh!!! When will this nightmare fight end!?" Healers are either getting yelled at, OR yelling at people who screw up. "Stay out of the Fking AoE!""Tank, get this guy off me!" Too slow runs or not slow enough runs.
Responsibility =/= difficulty and is just a relative "blame" scale.

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