Rainwolffield wrote: » People think of the Trinity and they think of a Triangle with the Tank basically being the point. Everyone has one job in their minds which is partly true. But that’s not the design. The design should be more a circle or as everyone playing a supporting role. The tank makes pulls and builds agro so mobs don’t attack the other group members, the healer supports the tank so he doesn’t die, the tank supports DPS by keeping agro so they can kill the mobs and DPS supports the tank and healers by making sure the excess mobs are not beating on them killing them. So the Trinity is actually a design that needs CC to be used to its fullest extent. CC also makes the DPS job a lot more useful than just who does the most DPS. CC helps keep that random chance somethings breaks away and goes to kill the healer or tank. This is also why tanks had a hard time with holding more than 3 mobs. Everyone could handle 2 but 3 and 4 was pushing the ability to keep agro on them.
wherediditrun wrote: » It's not really trinity. DPS are not necessary for the concept to work, and hence are often justified or made mandatory through limited slots or enrage mechanics. While healer and tank has a role, DPS offers stat retuning under same formula generally brining nothing to the actual gameplay. OP has a point. I would like to see some actual roles and diversity of execution.
Dygz wrote: » Is the trinity a geometric shape at all?
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