So far, from what I’ve seen in 300+ hours, I believe a guide on how to play with a real tank in tough situations is in order. A real tank can take a beating, block, keep the aggro. Some dodging, at best. Not a bouncing pinball, that’s not a tank, that’s an aggro barbarian.
So far, all I’ve seen is a bunch of melee DPS rush toward a mob and healer(s) putting healing circle on top of them. That would account for 99.9% of the encounters. Sure, that works on medium to easy encounters. But it would be SO MUCH easier for tough encounters if people just knew how to play/use a tank.
First off, when you have a tank, you don’t need 3 melee DPS. 1 tank, 1 melee, 2 ranged, 1 healer. That should be for difficult situations where 1 tank is not enough. But usually, the ideal should be 1 tank, 3 ranged, 1 healer. I’ll explain why.
1- Let the tank go fetch a pack, come back into a funnel point and then the ranged DPS go wam bam goodnight 'mam. From what I’ve seen, the most common method is: more than one goes fetch, or attacks one of the pack, attracts aggro, tank goes fetch a few but the main group already has a bunch on them.
2- Funnel position. Since tanks can be easy to bounce around in this game, the best way to limit access to the range DPS is to let the tank use the environment, to make it easier to block the way. In a narrow corridor, it limits the amount of mobs that can attack too.
3- If the tank can keep the aggro and can walk backwards, stay behind the monster and attack from behind, backstab damage, etc… I do not understand why melee DPS goes between the tank and the monster, to get hit by the boss AOE, while it could only hit the tank. Stay behind and let the tank handle the aggro. A tank doesn’t need to hit to keep aggro. Trust me, in a chest run of 50 players, I can keep the aggro pretty easy without doing much damage.
“We need to stay in the healing circle!” No, you don’t. You won’t need the stay in the circle if you are behind the boss.
Let the tank walk around the healing circle, if need be.
4- If the group cannot handle a full blown attack, ranged DPS should attract a few at a time. If the target is also range, walk backwards to attract it. Don’t stay too close to get the entire aggro. Happens all the time with the last Winter Warrior quest: melee goes fetch a few, woops, the entire cavern comes. Use the environment, go left of the cave, bring just a few at the cavern entrance, to only have the main Winter warrior to fight like a normal elite boss. See 1, 2 and 3.
Now, there are situations with the tank doesn’t do a good job, sure. I’ve done my share. I still have to improve. So, there’s where another melee can be useful if that happens. But not 4 melee and 1 healer.
I know this post will trigger STR+CON “tanks” that dodge like a thief. But that goes without saying: as long as you have fun with your character, that’s what matters. A S+S/GA tank needs 250 CON, a S+S/WH needs 300 CON, cuz the 300 CON perk is made for the WH.
Cuz the 250 CON is extremely useful in S+S mode, at the beginning, when healed, it’s just nuts.
That’s my 3-decade opinion on how to play with a tank. Players would be surprised how a difficult run can be easy when using the tank properly.
Alright, I’m ready for the tomatoes and flame.
