I have been wondering what everyone's thoughts are about tanking direction in 6.0 and what it's going to be like.
With the changes that came in 5.0 to tanking and many believing tanking is "braindead" I wonder is that so bad? I believe it's the content that is braindead and not the job you play.
Warrior is comfy as hell with 5.3 changes, but players say it's SOOO braindead now compared to Stormblood Warrior iteration. To me it's fun now more then ever as all I have to do as a Warrior is play the game, and don't have to worry to much about my rotation. Where it's a large part of my job, but not the end of the world if I mess up an Eye buff.
Holding hate is no longer an issue and good riddance to stance dancing. So the DPS stress is no longer there for tanks, but is a factor in high end content?. I believe as tanks we should have this stress pushed from DPS to mitigation. Tank Mitigation Checks should be a measure of a tanks survivability. Much like a DPS check is the measure of a parties DPS capabilities, and if not met enrage occurs.
Proposals:
-More lethality in the boss mechanics for the tanks. 1 tank buster every phase is not enough. Having a tank stack direct hit makes no sense when we should stack tenacity and tenacity needs to be impactful in mitigation.
-Keep the enrage timers but make all DPS do way more damage in 6.0, and since holding hate is easy this shouldn't be an issue for DPS pulling hate from the tank.
-Mitigation checks. Tanks need to be able to mitigate a large hit and survive, and this tank check needs to involve BOTH tanks. Where if a boss hit's x2 in a row that would kill a tank, but if a tank stacks mitigation over damage he will survive. If he dies on the first hit....the second hit goes to the next tank...and if they dies....well. E3S is good example of this, but I survive even though I have Direct Hit melded which is just backwards of tanking. This is Tank Check
-Raid wide boss AOE's should be more lethal also and require tanks to use there party mitigation together in prep for healers spamming AOE heals. This already done, but nearly EVERY high end content but as scripted events. These need to take place during the battle and be almost to strong for healers to heal through, they need tank party mitigation to curb the damage. This is Heal Check
I'm trying to tease more focus on more team oriented gameplay then just simply "DPS the thing until win". The Braindead isn't the dumbing down of jobs...it's the braindead content that only challenges one aspect of the game. DPS and the ever looming enrage.
Rather it should be TANK, DPS, HEALS strong enough? Not everyone does Savage, and SE still calls it casual and everyone can do it? And the measurement on doing Savage is your DPS high enough? Just backwards thinking. There should be a tank mitigation dummy and a healing dummy to test out savage content.
DPS isn't everything, unless your a DPS.
Continue reading...
With the changes that came in 5.0 to tanking and many believing tanking is "braindead" I wonder is that so bad? I believe it's the content that is braindead and not the job you play.
Warrior is comfy as hell with 5.3 changes, but players say it's SOOO braindead now compared to Stormblood Warrior iteration. To me it's fun now more then ever as all I have to do as a Warrior is play the game, and don't have to worry to much about my rotation. Where it's a large part of my job, but not the end of the world if I mess up an Eye buff.
Holding hate is no longer an issue and good riddance to stance dancing. So the DPS stress is no longer there for tanks, but is a factor in high end content?. I believe as tanks we should have this stress pushed from DPS to mitigation. Tank Mitigation Checks should be a measure of a tanks survivability. Much like a DPS check is the measure of a parties DPS capabilities, and if not met enrage occurs.
Proposals:
-More lethality in the boss mechanics for the tanks. 1 tank buster every phase is not enough. Having a tank stack direct hit makes no sense when we should stack tenacity and tenacity needs to be impactful in mitigation.
-Keep the enrage timers but make all DPS do way more damage in 6.0, and since holding hate is easy this shouldn't be an issue for DPS pulling hate from the tank.
-Mitigation checks. Tanks need to be able to mitigate a large hit and survive, and this tank check needs to involve BOTH tanks. Where if a boss hit's x2 in a row that would kill a tank, but if a tank stacks mitigation over damage he will survive. If he dies on the first hit....the second hit goes to the next tank...and if they dies....well. E3S is good example of this, but I survive even though I have Direct Hit melded which is just backwards of tanking. This is Tank Check
-Raid wide boss AOE's should be more lethal also and require tanks to use there party mitigation together in prep for healers spamming AOE heals. This already done, but nearly EVERY high end content but as scripted events. These need to take place during the battle and be almost to strong for healers to heal through, they need tank party mitigation to curb the damage. This is Heal Check
I'm trying to tease more focus on more team oriented gameplay then just simply "DPS the thing until win". The Braindead isn't the dumbing down of jobs...it's the braindead content that only challenges one aspect of the game. DPS and the ever looming enrage.
Rather it should be TANK, DPS, HEALS strong enough? Not everyone does Savage, and SE still calls it casual and everyone can do it? And the measurement on doing Savage is your DPS high enough? Just backwards thinking. There should be a tank mitigation dummy and a healing dummy to test out savage content.
DPS isn't everything, unless your a DPS.
Continue reading...