Note first: This is all about savage raiding, not expert dungeons or stuff.
I'm a main SCH since T5. So, after finally clearing A3s last night, I just want to say something that was bothering for the last few weeks.
This is the first MMO I played, where, since Heavensward, tanking in high-end raids is all about DPS. As a raid leader, I'm so getting fed up with my tanks always asking if they can swap an additional piece of pentamelded crafted accessory (!) with a pure strength one, while I see them surviving tethers with 500-1000 HP and surviving cleave + auto-hit with 50 HP.
I'm so getting fed up with my tanks whining about not getting any gear, while, when a tank-acce drops, they're just like "Uh, I don't want it. Do you want it? Nah, there's no strength on it and parry just sucks..."
If a role doesn't want the gear that was designed for them, in my opinion there's just something wrong with the design.
Not only that tanks just NEED to do as much DPS as possible, because without an optimal DPS setup you just can't meet some of the DPS criteria without the tanks (and healers) giving as much as somehow possible, but now they (especially WAR) seem to be thinking, that they really are DPS-classes now, more than tanks.
I really love the actual hard-tuned encounter design, but I really dislike, that you force every role to just have to DPS. Also I play a healer because I want to heal and be challenged by the healing needed, not by healing as less as possible while doing as much DPS as possible.
So, while this is a class- and especially encounter-design problem, returning to the tanks, what could you do to change this?
Credit for the following list goes to participants in this thread
List of possible changes:
Stances
- Increase def-bonus of tank-stances & increase boss-damage outside tank-busters
- Reduce the DPS-difference between tank-stance and non-tank-stance
- Remove (DPS) stance
- Higher impact on tankiness in dps-stance
Class- / Encounter-design
- More active mitigation / things for tanks to do
- Design the encounters, that tanks just WANT to be as tanky as possible
- Going with ^, make some boss-skills (or all they do) shred a tank, if not in tank-stance (by dealing bonus-damage if not in stance e.g.)
- Make hard enrages more forgiving, while skills like hand of pain and liquid limb still demand going all-out in DPS for all roles (maybe add some more of those, I like them)
- Cap (and balance) the tank-DPS at about 1/3 of what a DPS can do (in raids)
Stats- / Gear-design
- Redesign tanking accessories (e.g. add STR, DEF and / or MDEF, make STR-accse DPS-class-only, reallocate benefits of STR to VIT)
- Since crafted accessories should still be worth something, make tank-accessories having def-stats only, so that same-ilvl melded accessories can still deal more DPS with only DPS secondary stats on it
- Boost the parry-stat (and maybe add another def-stat)
- Add more defensive secondary stats (e.g. crit-immunity, increased healing income)