
Originally Posted by
Gunspec
Whoa, wait a second. We are talking about the FIRST guildhest. I thought you were talking about the THIRD one. How in the blazes do you expect a marauder to "do their job" in the first guildhest?
Back in 2.0, the first guildhest synced to level 12, which meant that a marauder could use their AOE threat move "overpower". A few months later, that guildhest was changed to sync players to level 11, so overpower is no longer available. Only gladiator's "Flash" is available at that level, but an actual new marauder will not have access to that cross-class skill.
So you literally had a tank with no no way of grabbing threat on the 3-5 enemies that appear at a time. Equipped with a two hit combo, it would take around 6 GCD to establish threat... and in that time, your level 11 dps could have killed everything. This is the literal definition of an "every man for himself" moment.
And as for who makes a better tank, rogue or marauder, does it MATTER at level 11? Assuming they were actually around that level... "tank" gear doesn't appear until level 15. So you had a tank with no tank abilities and no tank gear... versus a rogue with no tank abilities or tank gear.
And that last pull? I've seen lots of players that didn't know to enter the purple ring to spawn the enemies. Having a dps do it just to start the fight is no different than having a dps open a door in haukke manor when the tank didn't know how to proceed.
This is honestly the first time I've ever seen someone with a problem on that guildhest. Complain if someone is screwing around at level 15, when every class has their basic abilities (enmity aoe, ranged enmity, single heal, aoe heal, raise, etc), but before that, just finishing the fight should be good enough.