CROW3 wrote: » Hm… my hope would be that ‘ease of play’ and ‘most effective in a role’ are two very different things. If I MT with a tank/tank, I want to have the highest ceiling v. all other class combos to tank a given encounter effectively. AND I don’t necessarily want that to be the easiest to play. I think it should be challenging to play and master a lead tank. Just my two coppers.
SirChancelot wrote: » CROW3 wrote: » Hm… my hope would be that ‘ease of play’ and ‘most effective in a role’ are two very different things. If I MT with a tank/tank, I want to have the highest ceiling v. all other class combos to tank a given encounter effectively. AND I don’t necessarily want that to be the easiest to play. I think it should be challenging to play and master a lead tank. Just my two coppers. Keep in mind I'm not saying the content is easy, or makes the raid easy to tank for. I'm saying the easiest build to pick up, and learn to use... I totally see it being the easiest to use. Because onslaught, resounding smash myrmidon's fury, and then lacerate to death, with ultimate defense where applicable, doesn't look like that difficult of a rotation to master.
Azherae wrote: » SirChancelot wrote: » CROW3 wrote: » Hm… my hope would be that ‘ease of play’ and ‘most effective in a role’ are two very different things. If I MT with a tank/tank, I want to have the highest ceiling v. all other class combos to tank a given encounter effectively. AND I don’t necessarily want that to be the easiest to play. I think it should be challenging to play and master a lead tank. Just my two coppers. Keep in mind I'm not saying the content is easy, or makes the raid easy to tank for. I'm saying the easiest build to pick up, and learn to use... I totally see it being the easiest to use. Because onslaught, resounding smash myrmidon's fury, and then lacerate to death, with ultimate defense where applicable, doesn't look like that difficult of a rotation to master. Maybe so, but remember that no matter what, what is true is what people have been saying all this time about relying on Primary abilities. In other words, all Tanks will do all of those things. The main benefit a Guardian gets over anyone else is PROBABLY that they generate more hate and mitigate more damage when they do those things. Maybe this might let them spend Skill Points in another different ability, so I actually see it in the opposite way. I expect Tank/X to need to take more different abilities in order to maintain the same level of Threat and get more use out of their augments, whereas Tank/Tank could focus more strongly in other ways, perhaps improving DPS, or similar. I wouldn't call that 'easier', at all, actually, except in the 'number of actions or decisions you have to make within the battle'. It might just shift your strain to 'decisions in kit'.
SirChancelot wrote: » Azherae wrote: » SirChancelot wrote: » CROW3 wrote: » Hm… my hope would be that ‘ease of play’ and ‘most effective in a role’ are two very different things. If I MT with a tank/tank, I want to have the highest ceiling v. all other class combos to tank a given encounter effectively. AND I don’t necessarily want that to be the easiest to play. I think it should be challenging to play and master a lead tank. Just my two coppers. Keep in mind I'm not saying the content is easy, or makes the raid easy to tank for. I'm saying the easiest build to pick up, and learn to use... I totally see it being the easiest to use. Because onslaught, resounding smash myrmidon's fury, and then lacerate to death, with ultimate defense where applicable, doesn't look like that difficult of a rotation to master. Maybe so, but remember that no matter what, what is true is what people have been saying all this time about relying on Primary abilities. In other words, all Tanks will do all of those things. The main benefit a Guardian gets over anyone else is PROBABLY that they generate more hate and mitigate more damage when they do those things. Maybe this might let them spend Skill Points in another different ability, so I actually see it in the opposite way. I expect Tank/X to need to take more different abilities in order to maintain the same level of Threat and get more use out of their augments, whereas Tank/Tank could focus more strongly in other ways, perhaps improving DPS, or similar. I wouldn't call that 'easier', at all, actually, except in the 'number of actions or decisions you have to make within the battle'. It might just shift your strain to 'decisions in kit'. Oh My example there I meant as in using tank augments on those tank primary abilities. Potentially adding threat to abilities that don't already have it, or mitigation on to his damage abilities. I meant literally a double down on those 'tanky' characteristics. If they do that, then yes it should be the tankiest thing in the game. As in best and holding aggro, and hardest thing to kill. And, in my opinion, that would make him easier to use for a beginner. But if a player does that then he wouldn't have access to certain toys and effects that a tank/rogue does for example. Maybe he would have an augment that says when he charges he drops a smoke bomb, and no one outside of the smoke bomb area of effect can Target the tank so they all have to come to him and get close. That would be more tactical play than the tank/tank could do.
Azherae wrote: » SirChancelot wrote: » Azherae wrote: » SirChancelot wrote: » CROW3 wrote: » Hm… my hope would be that ‘ease of play’ and ‘most effective in a role’ are two very different things. If I MT with a tank/tank, I want to have the highest ceiling v. all other class combos to tank a given encounter effectively. AND I don’t necessarily want that to be the easiest to play. I think it should be challenging to play and master a lead tank. Just my two coppers. Keep in mind I'm not saying the content is easy, or makes the raid easy to tank for. I'm saying the easiest build to pick up, and learn to use... I totally see it being the easiest to use. Because onslaught, resounding smash myrmidon's fury, and then lacerate to death, with ultimate defense where applicable, doesn't look like that difficult of a rotation to master. Maybe so, but remember that no matter what, what is true is what people have been saying all this time about relying on Primary abilities. In other words, all Tanks will do all of those things. The main benefit a Guardian gets over anyone else is PROBABLY that they generate more hate and mitigate more damage when they do those things. Maybe this might let them spend Skill Points in another different ability, so I actually see it in the opposite way. I expect Tank/X to need to take more different abilities in order to maintain the same level of Threat and get more use out of their augments, whereas Tank/Tank could focus more strongly in other ways, perhaps improving DPS, or similar. I wouldn't call that 'easier', at all, actually, except in the 'number of actions or decisions you have to make within the battle'. It might just shift your strain to 'decisions in kit'. Oh My example there I meant as in using tank augments on those tank primary abilities. Potentially adding threat to abilities that don't already have it, or mitigation on to his damage abilities. I meant literally a double down on those 'tanky' characteristics. If they do that, then yes it should be the tankiest thing in the game. As in best and holding aggro, and hardest thing to kill. And, in my opinion, that would make him easier to use for a beginner. But if a player does that then he wouldn't have access to certain toys and effects that a tank/rogue does for example. Maybe he would have an augment that says when he charges he drops a smoke bomb, and no one outside of the smoke bomb area of effect can Target the tank so they all have to come to him and get close. That would be more tactical play than the tank/tank could do. I'm moreso theorycrafting that while it would be easy to pick up and get used to tanking this way, the 'top level of skill' might be those Tank/Tank that know exactly how much threat and mitigation they need, and therefore skip certain ability upgrades entirely in favor of additional passives or Weapon Skill options. Basically, using the fact that their Secondary allows them to strengthen their Tankiness, to then 'not upgrade all of the abilities as much', or not unlock any abilities that don't suit their Node's enemies.
SirChancelot wrote: » Azherae wrote: » SirChancelot wrote: » Azherae wrote: » SirChancelot wrote: » CROW3 wrote: » Hm… my hope would be that ‘ease of play’ and ‘most effective in a role’ are two very different things. If I MT with a tank/tank, I want to have the highest ceiling v. all other class combos to tank a given encounter effectively. AND I don’t necessarily want that to be the easiest to play. I think it should be challenging to play and master a lead tank. Just my two coppers. Keep in mind I'm not saying the content is easy, or makes the raid easy to tank for. I'm saying the easiest build to pick up, and learn to use... I totally see it being the easiest to use. Because onslaught, resounding smash myrmidon's fury, and then lacerate to death, with ultimate defense where applicable, doesn't look like that difficult of a rotation to master. Maybe so, but remember that no matter what, what is true is what people have been saying all this time about relying on Primary abilities. In other words, all Tanks will do all of those things. The main benefit a Guardian gets over anyone else is PROBABLY that they generate more hate and mitigate more damage when they do those things. Maybe this might let them spend Skill Points in another different ability, so I actually see it in the opposite way. I expect Tank/X to need to take more different abilities in order to maintain the same level of Threat and get more use out of their augments, whereas Tank/Tank could focus more strongly in other ways, perhaps improving DPS, or similar. I wouldn't call that 'easier', at all, actually, except in the 'number of actions or decisions you have to make within the battle'. It might just shift your strain to 'decisions in kit'. Oh My example there I meant as in using tank augments on those tank primary abilities. Potentially adding threat to abilities that don't already have it, or mitigation on to his damage abilities. I meant literally a double down on those 'tanky' characteristics. If they do that, then yes it should be the tankiest thing in the game. As in best and holding aggro, and hardest thing to kill. And, in my opinion, that would make him easier to use for a beginner. But if a player does that then he wouldn't have access to certain toys and effects that a tank/rogue does for example. Maybe he would have an augment that says when he charges he drops a smoke bomb, and no one outside of the smoke bomb area of effect can Target the tank so they all have to come to him and get close. That would be more tactical play than the tank/tank could do. I'm moreso theorycrafting that while it would be easy to pick up and get used to tanking this way, the 'top level of skill' might be those Tank/Tank that know exactly how much threat and mitigation they need, and therefore skip certain ability upgrades entirely in favor of additional passives or Weapon Skill options. Basically, using the fact that their Secondary allows them to strengthen their Tankiness, to then 'not upgrade all of the abilities as much', or not unlock any abilities that don't suit their Node's enemies. That just sounds like player skill and experience to me. All of that optimizing could apply to every class.
SirChancelot wrote: » I have said a tank/tank should probably be the easiest tank to play. Having the lowest barrier to entry to learn and use, because he is the tankiest tank to tank with. But that should also have the lowest skill cap ceiling, the lowest damage output, and lowest raid support functions. If you're going to all in on being a tank, then that's all you should have. I have said I'm all for some tanks being more difficult to use, having that barrier to entry (not for new to tanking players), but allowing for a higher skill cap ceiling (able to pull off more creative plays), more utility to offer the group, better DPS.
Nerror wrote: » They pretty much say that tank/xxx are for the most difficult content like raids, where xxx/tanks can handle easier content. Well, there is more nuance to what they say, so watch the clip. Might be of interest to you SirChancelot
Dygz wrote: » In that clip Nerror just posted:Steven: To be clear, it's not just the Tank Archetype that can tank. It's just likely that they will be the most effective at tanking. Which is why I keep saying... x/Tanks can tank. Just don't expect them to be main tank in an 8-person group with a Tank/x. Again, I don't understand why that gets any push-back.
Nerror wrote: » Hah! In my chronological watch-through of their youtube, I just came across a part in a video where they talk about this. Watch from 57:38 - 59:20.https://youtu.be/6CwaEg-b20k?t=3460 They pretty much say that tank/xxx are for the most difficult content like raids, where xxx/tanks can handle easier content. Well, there is more nuance to what they say, so watch the clip. Might be of interest to you @SirChancelot
Boanergese wrote: » Look at minute 19:00 of the video with the destructible world objects. We won't need rogues to pick locks because we can just bash the door with our axe. New revelation. Let the controversy begin.
Dygz wrote: » If x/Tanks are in the group, they will be tanking to some degree. They just won't be main tank.
Dygz wrote: » Who you allow in your groups is irrelevant. x/Tanks are tanks. They will be tanking to some degree. Just don't expect them to be main tank in an 8-person group.
Dygz wrote: » I am not missing any point.
Noaani wrote: » If content requires two tanks, two tank/* will be present. This leaves no content left for a */tank to tank.