McShave wrote: » Noaani wrote: » If content requires two tanks, two tank/* will be present. This leaves no content left for a */tank to tank. I disagree with this. What gives you the authority to say this, at least phrase it as a suggestion since we don't actually know how this will play out.
Noaani wrote: » If content requires two tanks, two tank/* will be present. This leaves no content left for a */tank to tank.
Noaani wrote: » Atama wrote: » Hypothetically speaking, what if there is an encounter where you have a huge boss and partway through the encounter adds appear. If you had a character with the ability to pull a group together so they can be burned down quickly with AoEs, and be tough enough to briefly survive the attention of those adds, then maybe you could be a useful off-tank. I could see augments making that possible. I don’t think you’d need to be a real Tank as an archetype. You wouldn’t be able to take the place of the real Tank on the boss though. As a hypothetical, this is about as realistic as it could get, so a perfectly valid and good question imo. If the adds don't hit hard enough that a main tank is needed, if you spread those same adds out over even just four or so DPS (as tends to happen when you put a number of AoE DPS on to a large group of adds), their damage is manageable by those few healers. If that damage can't be managed with three or four DPS taking it on, then you need an actual tank - as an off-spec tank wouldn't stand a chance if they tried to tank all of those adds, if that is the damage output they are producing. So, with adds like this, I do one of two things. I either assign my AoE DPS on to it, along with my AoE healers (5 DPS, 2 or 3 healers). If that is not sufficient, I assign an AoE spec'd main tank, two healers (one single target healer, one AoE healer), and three AoE DPS (unless there is a time component, then as many as is needed). There is no grey area in the middle where an off tank is needed, nor where one is desired.
Atama wrote: » Hypothetically speaking, what if there is an encounter where you have a huge boss and partway through the encounter adds appear. If you had a character with the ability to pull a group together so they can be burned down quickly with AoEs, and be tough enough to briefly survive the attention of those adds, then maybe you could be a useful off-tank. I could see augments making that possible. I don’t think you’d need to be a real Tank as an archetype. You wouldn’t be able to take the place of the real Tank on the boss though.
Noaani wrote: » Dygz wrote: » Because Noanni thinks Ashes is going to be exactly like the MMORPG he plays. Not at all. However, the raid content in every MMO essentially comes down to the same basic things. As does balance. If an off-spec tank is able to take on the damage that four non tank classes can't while they have three AoE healers spamming them, and if there is a survivability gain to be made as a tank going on-spec rather than staying off-spec, then on-spec tanks are damn near invincible. With the exception of creating content specifically to force class choice, and making the assumption that we are smart enough to give those DPS some survivability gear as is appropriate, feel free to try and find a gap in there. I actually dare you, honestly.
Dygz wrote: » Because Noanni thinks Ashes is going to be exactly like the MMORPG he plays.
bloodprophet wrote: » Why? Edit: More importantly. IF they do will it be enough to hold aggro?
Dygz wrote: » bloodprophet wrote: » Why? Edit: More importantly. IF they do will it be enough to hold aggro? Why what? Expect x/Tanks to have Threat generation as one of their 4 augment schools. And damage Mitigation as one of their 4 augment schools. And whatever allows the creation of Shield Wall as one of their 4 augment schools. How long an x/Tank can hold aggro will probably depend on several factors, including Passive Skills and possibly racial attributes as well as how many skill points are used for the augment. Expect it to not be as long a duration as a Tank/x Rank 3+ Active Skill. What do you think the 4 augment schools for x/Tank will be?
bloodprophet wrote: » Dygz wrote: » bloodprophet wrote: » Why? Edit: More importantly. IF they do will it be enough to hold aggro? Why what? Expect x/Tanks to have Threat generation as one of their 4 augment schools. And damage Mitigation as one of their 4 augment schools. And whatever allows the creation of Shield Wall as one of their 4 augment schools. How long an x/Tank can hold aggro will probably depend on several factors, including Passive Skills and possibly racial attributes as well as how many skill points are used for the augment. Expect it to not be as long a duration as a Tank/x Rank 3+ Active Skill. What do you think the 4 augment schools for x/Tank will be? Really??? Why what? In relation to your post "Expect x/Tanks to have some form Threat generation as one of their 4 augment schools" Why should we expect that? Why do you think those will be the augments? What proof do you have? I have no idea what they will offer as augment schools.. but then none of us do. Unless you have insider information? Why is shield wall an augment and not a primary archetype skill? AND where did this information come from? Is this making stuff up or is there a source?
bloodprophet wrote: » Why should we expect that? Why do you think those will be the augments? What proof do you have? I have no idea what they will offer as augment schools.. but then none of us do. Unless you have insider information? Why is shield wall an augment and not a primary archetype skill? AND where did this information come from? Is this making stuff up or is there a source?
George_Black wrote: » Get back to topic instead of talking about meta tanking vs x/tank. Ffs
NishUK wrote: » Shouldn't need a full and proper tank for general group fighting, other classes have some Agro spells usually. If a Tank and 100% monster stability is very necessary then the other classes must be gimped in versatility and defensive/mobility measures. I don't appreciate lazy and non experimental players, sometimes I want people in that are only from my guild and sometimes it's difficult to get a proper tank, then you adapt for other things and it doesn't take a rocket scientist to know what works. The only issue should be that the DPS can't watch netflix while spamming their skills (usually while the poor tank does all the work). I'm not surprised that some...particulars in this thread are adamant about needing a proper tank at all times, so boring and lazy, no shame at all.
JustVine wrote: » If the game let's you, as Jeff said, 'build your party in the way you build your character' that SHOULD mean, in my mind, that there are multiple ways to approach building a party. I can think of fairly good conceptual reasons why an off tank is a good thing to have around. The main one is that it let's tank have time to generate more damage or activate an ability that has a longer animation instead of focusing purely on enmity. Perhaps to go for their weapon proc.