Update 1.9.2 Not what Tanks wanted

This

You are supposed to time your cool downs and alternate the skills that cause agro so that you don’t loose it, while picking up the ones that didn’t pull (if it happens) so they don’t hit your team, just you. This is a good pve tank, also asking healer if a big pulls are ok… if you are planning to do so, this way they are on the same page.

You understand that it hard on random parties especially when range pulls mobs before you move or a healer

It become chaos and mobs all over the place instead of wanting to pull them in one place

Normally when you pog with ppl u know , u Don’t need to worry about that

I don’t need to learn tanking I know how it work and how some skills that supposed to aggro mobs don’t work sometimes

Yea. Ask ppl to not pull stuff couse its not their job lol. Don’t know what to tell you. Its not game issue that ppl are stupid :smiley:

Then you tell their butts to play their roll and to stop pulling! Makes a dungeon take way to long. Unless its a speed run and the group isn’t proper like it’s a bunch of dps with a tank or healer to just run through, that’s a bit different bit if you are speaking of a normal dungeon run the tank and heals communicate and the dps listen, as far as how it’s ran. If dps cant keep up and it’s to fast listen to them to.

Well my main issue even if this happened sometimes your skills that supposed to aggro don’t work which is bugged that my main issue

I don’t want to pray for it to work this time

It been like that for me since the new patch . So that a game issue

That why i want to be able to solve these kind of situations too which is my job to try and cover dps fault cuz in the end the blame will be on tanks even if it not your fault. You know how ppl mind here work

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M10 random parties are the main pain

Seeing one dps start rolling and out speeding everyone and try to pull then die from 1 shot and start blaming healer or tank

They don’t realise that after fortification nerf you will get 1 shot easily

You get longer CC’s with 300 con. I like the upcoming changes and look forward to finishing my new PvP tank build. So it is what ‘tanks want’ when you get more mitigation against damage.

ye what tanks wanted is being unable to die for 1 minute when attacked by at least 5 people. They want enough CC to keep the 5 people stunned and they want the damage to kill all 5 people effortlessly.

Oh and lets not forget tanks in heavy should be way way faster than anyone in medium or light armor! Like they got way more muscle built up from lifting all that heavy armor. It makes sense they are faster than some cloth shirt dude not lifting at all.

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Nobody wants that.

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Tanks have no hard CC or gap closers and DPS have too much mobility and never have to commit to fights , no point playing a PvP tank except for idiots that stand there and get face raped , but there are less and less idiots for tank builds to kill , so why frustrate yourself , grab a bow some light gear and any decent secondary and go kill shhiit …

I dont get really what you are talking about.

Standing on point doing nothing just defending it is pretty much 2 out of 3 game modes gameplay. ( OPR and Wars)
And the third one is a limited area that gets smaller after a while forcing them to fight you even if they dont stand a chance. ( Arena) Please explain how tanks arent doing good further.

Or are you trying to point out tanks dont do this on top of the above:

To be fair heavy tank builds should have some place in open world/OPR/3v3 PVP , and if not CC and gap closers give them the same or higher damage output to offset the mobility issue , right now light DPS have no challenges , they can pick the fights and bail if it goes badly , tanks in PvP are committed to every engagement , so what’s the tradeoff ?

Once again we land at a flaw in the classless system design. Breaking this down into Tank, DPS, Healer.

From a quick read it seems that if you wear heavy armor and have 300 con to maintain your grit you are now classified as a “Tank” and are meant to CC, take damage, and do no damage.

Roles in other MMO’s where the player wears heavy armor choose a class such as a Warrior or Fighter, something along those lines. From there they go and pick a subclass. The sublclass determines whether they will be a traditional tank, a support class, or a DPS class.

While traditional tanks do less damage than other classes, they also do not die as easily as “tanks” in NW. The “support” role of a heavy melee user in this game does not exist. A couple of slow telegraphed stuns is about it. And an OK SnS group buff. Between cooldowns being too long, everyone wearing freedom, and the easily avoidable skills its kind of pointless.

I feel like I need to keep going but I am tired. So. All in all. With no real direction or class definitions from the creators of this game the “classes” are now left to the player base. The player base doesnt want to fight a player with a higher mitigation that still does decent damage apparently. That is flawed. There should be classes that have a higher mitigation then other armor types, and do enough damage to kill other players. But since the skills are all weapon based, and not class based, anyone in heavy gets lumped into being looked at as a traditional tank, or they get stuck using a greatsword.

Gotta go. I might add more to this later. I dunno.

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Tank takes damage
DPS dishes damage.
Its a nice change. Be glad we are getting anything.

I don’t agree with you. indeed in my opinion the melee must take more to have time to take focus and advance on the targets. melee should not have 3 second cc’s but be able to put pressure and cash in enough to push back the frontline. if the melee get destroyed but have long cc’s, you won’t get a chance to take advantage of it. the time to kill was too low, hope it will be rebalanced.

As a tank this season has been the best so far since the inception of this game, for PvP, and it seems these (latest) changes are mostly directed at PvE, so I hope my mainly PvE tanking bros are also having a better time.

And I hope they continue to balance the difference between Light Armor and Heavy armor, never should light armor be able to stand any sort of dmg or focus. It already has hypermobility and 20% dmg, they should not be able to add any self-fortification, let them rely on their teamamtes for it.

Why is it that they get to take no damage and also deal tons of damage? and be FASTER than light gear. At least be realistic and make it so they can’t swing their giant heavy weapons as many times or faster than light ranged. That said, between the lag and stagger many cannot move as is. If you want to farm mindlessly, go kill some lvl 3 boars in FL.

Damage goes more into holding aggro then the taunts do. Taunt can take you to the top of the aggro table, but you also need to do sufficient damage to hold it. That’s why most tanks don’t run a lot of CON and run STR instead.

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