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Thread: Tank Fixes

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  1. #5
    Player
    Enuriel's Avatar
    Join Date
    Oct 2012
    Posts
    3
    Character
    Enuriel Valkyrie
    World
    Mateus
    Main Class
    Pugilist Lv 63
    Quote Originally Posted by RadicalPesto View Post
    An offensive gauge spender with an effective cool down of 7 seconds is the last thing Paladin needs. It would effectively make players avoid Sheltron and add so much empty APM as to make Dark Arts seem like a good mechanic.
    Your correct. Had just woken up and wanted to get something posted that i have been thinking about for a couple weeks, and that was a last minute addition.

    Quote Originally Posted by MaraD_ View Post
    DRK shoulda been built around taking up blood in place of HP as a resource, while under dark side. (due to the abusive nature of this, since tanks barely need healing, all -hp/blood effects do more dmg if blood is the resource spent.)
    (Also DRK should have had super bolide. Sacrifice all HP to become invincible. Throw up TBN right before, so u dont die to server tick at 1hp.)
    In place of their pet on a long cool down, it should be a "death Grip/pull" that works on bosses, to cheese mechanics. But since its a DPS loss, the cheese better be worth it.
    (Still put on a long CD, so it cant be spammed)
    And i think that is where the problem is with tanks now. It's all about DPS gain and not about being able to mitigate more damage. In-vulnerabilities should never be about increasing personal damage. it should 100% be about saving the party from a wipe by allowing the tank to ignore a mechanic or two while allowing everyone to push their DPS. After all we are tanks and that is part of the job description.

    As for tank DPS, firstly we are tanks and should be focused more on defensive abilities while contributing to group damage. Which i think a vast majority of people do not like, because i have heard from several people that think tanks should still be doing a lot more damage. I think the current numbers are generally where tanks should be. A little bit higher then a healers output, but far lower then a pure damage dealer. However, i disagree with GNB and PLD being top DPS while DRK and WAR are bottom of the barrel. I think it'd be fine if WAR and GNB were the damage dealing tanks while DRK and PLD were the mitigation tanks.

    As for threat, currently it is so mind-numbing and extremely easy. If you lose threat (except in very rare and few situations) you are simply tanking wrong or forgot your tank stance. Part of what made tanking interesting for me was keeping threat off really good players while balancing mitigation and damage. Currently one move pretty much seals the deal. Which is fine i suppose it allows the player to focus on other aspects like when to use their "burst" ability. Sadly i still see lots of tanks not properly using cool downs opting instead to continue their burst.
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    Last edited by Enuriel; 09-12-2019 at 01:14 PM.