SirChancelot11 wrote: » Noaani wrote: » SirChancelot11 wrote: » . A death knight plays different than a bear plays different than a brewmaster. And they bring different things to the table. But Ashes will have this. A tank/tank will play differently to a tank/rogue, or a tank/mage. I've said this multiple times. A tank level 24, no augment. Basic opener: I'm going to onslaught to charge target Shockwave for some aoe DMG and threat Myrmidon strike to get the DMG reduction Then lacerate a lot for the bleed n stuff... I hit lvl 25 and choose mage for secondary That rotation won't change.
Noaani wrote: » SirChancelot11 wrote: » . A death knight plays different than a bear plays different than a brewmaster. And they bring different things to the table. But Ashes will have this. A tank/tank will play differently to a tank/rogue, or a tank/mage.
SirChancelot11 wrote: » . A death knight plays different than a bear plays different than a brewmaster. And they bring different things to the table.
Khronus wrote: » I know you are coming in from a different angle and trying to make light of the topic but this comment dumbs down the conversation. Not trying to be rude but no shit a mage tank should not be able to main tank the giant ogre boss swinging a club lol. Why not expand the options mages have and allow them to main tank an enemy spellcaster boss? Or possibly pick up mage adds that just sit back and blast our raid members (thus giving us more dynamic boss mechanics)? Why not give mages the option to spec mage/tank and provide magical mitigation or even deflection from timed cooldowns for their allies? The same can be said for a rogue evasion tanking.
Khronus wrote: » On the flipside. Why does mage/tank only gain the opportunity to last.....a few more hits? Are we really going to be excited for a system that let's you spec into EIGHT different options but they are just slight adjustments of the primary/primary role? Do you think people are going to choose less dps (when they chose a DPS class) so they can survive against a rogue/ranger/fighter better? Yeah some will, but it would be a terrible choice and you "should" opt in for higher damage, more CC, escapes instead. I'm all for empowering players to make their own unique choices but when those choices end up clearly inferior, what then?
Khronus wrote: » This system should be what is glorious. They have literal years before launch. Plenty of time and opportunity to delve deep into an engaging and comprehensively robust class system that will set them apart from the competition. There is ZERO reason to settle on subtle adjustments to the holy trinity.
Dolyem wrote: » Here's a question....What harm would there be to have 1 or 2 different primary classes that */tank as an archetype, and be able to be a viable tank for content? And what harm would there be to allow a tank primary to alter its role by choosing 1 or 2 certain secondary's? Not all, just a few options. Looking forward to hearing everyone's reasoning.
Dygz wrote: » I don't know why you're using the word harm. The game is being balanced for any Tank/x to be viable. Balancing for any Tank/x and any x/Tank to be viable would be way too much work. Especially as that gets expanded to all of the possible class combos. Secondary Archetype already allows a Primary to alter their role by moving it closer to the role of the Secondary Archetype. But, secondary is secondary; not primary. Secondary Archetype creates a sub-class; not a dual-class. And that makes it way easier for the devs to maintain balance. But, there are tons of augments: Archetype, Racial, Social, Religious and Node, that allow players to significantly affect how they play the Primary Archetype. 2 "secondaries" is unecessary. There are already tons of options.
Dolyem wrote: » -Should Tank Primary classes be the only and/or most dominant tank choice?
JustVine wrote: » There is a set of people in here who go 'you can change your tank by your subclass therefore play tank if you want to be that.' So let me ask a different question. Why is it acceptable to have 4 clear distinct dps classes that play differently spec differently look different? If I want to be an evasion tank. You all are telling me to play tank/rogue, but quite frankly, Rogue/Tank suits that role and mindset way better.
Dygz wrote: » SirChancelot11 wrote: » I hit lvl 25 and choose mage for secondary That rotation won't change. I'm going to onslaught, but now it's a teleport. Shockwave, but now there's some extra magey burn damage. Etc etc... I'm still going to use the same abilities, those mage augments aren't going to change the playstyle of the tank. Yes there are extra effects, and those can be very useful, but those changes won't change the way I'm playing the character. A teleport on Onslaught does change how you play the Tank because you can now avoid obstacles thrown between you and your target. Your target basically cannot Evade you, even if they go Invisible. You would teleport past any wall placed between you and your target. Getting hit by a Snare would be irrelevant because you immediately teleport to your target. Your Tank/Mage would be better vs Rogues and Rangers specifically than a Tank/Tank would be. And you would likely choose to focus more on foes with Evasion than you would if you were a Tank/Tank. Shockwave with an extra Magey burn means that you can partner with the Mage to stack Elemental damage instead of partnering with the Rogue to stack Bleeds if you're a Tank/Rogue. Then, you say etc, etc as if there's just two options to make a difference in how played up through Level 24. You have augments from 4 distinct Schools that you could choose to place on Onslaught. A different player may choose to place different Mage augments on Onslaught - and they will play distinctly differently from you - even though they are using the same Active Skill. Even if a different Tank/Mage stays with the Elemental School and adds a Frost augment to their Shockwave, that would add a Snare to the target...which could stack with a Rogue's or Ranger's Snare. So they might choose to partner and synergize with the Rogue and Ranger rather than synergizing with the Mage. Or, they could choose to augment Shockwave with an augment from one of the other 3 Mage Schools - and that would, again, have a very different result. Yes. You will still be using the same Active Skills. How you augment your Active Skills will significantly change how you choose to deploy those Active Skills - especially in synergy with other people in your group.
SirChancelot11 wrote: » I hit lvl 25 and choose mage for secondary That rotation won't change. I'm going to onslaught, but now it's a teleport. Shockwave, but now there's some extra magey burn damage. Etc etc... I'm still going to use the same abilities, those mage augments aren't going to change the playstyle of the tank. Yes there are extra effects, and those can be very useful, but those changes won't change the way I'm playing the character.
Dygz wrote: » Specifically didn't say any, I said 1 or 2 options.
JustVine wrote: » So let me ask a different question. Why is it acceptable to have 4 clear distinct dps classes that play differently spec differently look different?
JustVine wrote: » If I want to be an evasion tank. You all are telling me to play tank/rogue, but quite frankly, Rogue/Tank suits that role and mindset way better.
JustVine wrote: » What kind of evasion tank wants to grind through a tanks early game vs a rogue one. Maybe there are some but I bet you their fun is lessened. You don't ask ranger to play the fighters early game, and they would at least actually be able to enjoy themselves because they still have access to a bow. The evasion tank has to wait 25 some odd levels maybe more just to get blind so they can dodge properly. Why is this acceptable?
Dolyem wrote: » Also I use the word harm because it sounds like people think it will hurt the game to have a viable tank role to be done by anything besides the class named tank. And also it sounds like people feel the game may be harmed by allowing the tank class to subclass out of the role of tank in any way.
Noaani wrote: » Dolyem wrote: » Here's a question....What harm would there be to have 1 or 2 different primary classes that */tank as an archetype, and be able to be a viable tank for content? And what harm would there be to allow a tank primary to alter its role by choosing 1 or 2 certain secondary's? Not all, just a few options. Looking forward to hearing everyone's reasoning. There is no harm, that is what a summoner is for. This works because summoners have no primary role - as far as we know. With something like a cleric, ranger or mage though, it would mean they have two defined roles- and would be the only primary class that does.
SirChancelot11 wrote: » I don't believe that archetype is the only choice in building your character, the only thing that primary archetype gives you is all of your base activated abilities. From there your character grows and development can still vary depending on which secondary augments you choose, or social, or religious, or node, or racial, augments, what gear you put on, how you distribute your skill points, tattoo system(?)... With all of these options it's possible to have a cleric/tank play half a dozen different builds what's wrong with one of those builds being a tank? (Plus a lot of what I saw from alpha one looks like it was harder to kill a cleric than kill a tank, 😂)
Dygz wrote: » Primary role of a Summoner is Support, but... You can have a Summon that is more of a Tank type a Support type or DPS type.