Why is tanking hard




















What is really hard for me on the other hand is healing. Tanks the easiest by a mile, then range dps, then melee, healer the hardest. You can mess up a lot as tank on rotation and nobody knows. All the healers are mainly focusing on you lol. Works temporarily though. For an experienced tank who made 1 mistake. But maybe for a newbie or less experienced tank who is already under pressure since tanking is a responsible role and then you have the DPS who are jumping on you like hyenas… well.

Thats 1 way how to scare away any potential new tanks…or at least scare them away from the pugging world. To each to their own of course. But I have found out that tanks bear the responcibility of routing. Deciding on how big of a pull to make, what to skip and so on. For DPS? Just get the rotation right and push the numbers?

Like bursting gives dmg debuff for killing adds. Just kites themselfs. Not hoping for the dps to actually slow them down or mass stun them or what ever. Pre-made groups who are on voice chat and coordinating every pull is a different world….

Some fights requires more from the dps or healers though but I would say tank or healer is the hardest. Tanking can be hard if you do not know your spec, class, and do not have addons and certain enhancements to help you. Plus if you are pugging raids or mythics it will be 10 times as hard because people will blame you and the healer if the group wipes. Rules of tanking: 1: degrees of awareness.

As a tank you need to know where every mob, every player and every little thing is. This by far is the most frustrating part for new tanks. Information overload. As you get more experiance it will become natural to you.

It is the dps. You will grow to hate dps players. You wil grow to despise them. A common mistake tanks make is rush by mobs then blame the healer for not being albe to heal them. It is beter to wait a few seconds for that warlock catch up then lose a dps because you wanted to go warp What seperate a good tank from a bad tank is responsibility.

The group succes relies on your ability to adept to the group. Lastly, please keep the conversation constructive. Still, It was refreshing. Most of the issue seems to be linked to the fact that you came from a game were tanking was…different.

No AoE taunt, need to refresh taunt often and recall what enemies need to be refreshed, etc. Reading this it sounds like tanking is challenging and I am refreshed to see something new instead of just sitting there and face rolling buttons. I tanked the dungeon 5 times in beta, and 2 times in live. Live version is certainly harder.

Second group avg level 24 with real healer it was a breeze. I had 0 threat issues with the lowest carnelian. And my hatchet had no gem at all. I was actually surprised because it seemed to me the mobs would stick with me even after the hard taunt expired.

The right timing for shield bash and final stand seemed crucial. And in between always a couple of slashes to keep aggro up. Yes, the enemy AI is kinda whack, and yes, we all hate the geists. I did a traditional tank and spank on the last boss taunting all adds without losing too much sweat. So there was either a healer or a tank problem. For the tank it is crucial not to just stand there and hold block, but to block an attack and then immediately drop your block and slash him times so your stamina can recover before he attacks the next time.

As an experienced ESO tank I thought tanking is quite good here. But ESO tanking mechanics are still king. Enemy feedback in this game is just horrible. Enemy AI is as well. Sometimes you do nothing and get aggro of mobs others around you are killing. Yeh, this part in particular is a little sketchy. But the pinp-pong AI as the OP mentions the wildly erratic evasion animations some AI uses is… a little frustrating from a pure combat perspective.

But that initial AI jankiness is really glaring. So we finally got around to trying Amrine. Our group makeup:. In fact, once we had a decent routine, he held agro pretty much when he wanted to. We had plenty of deaths towards the end and almost wiped on the penultimate boss, we had to try it twice to defeat it but this was just us learning the encounter.

It did help to have the off tank but that was only required when the main tank was downed, which will probably happen a ton less on our second go at the expedition.

The final boss did hit like a brick wall, yes. So, I can sort of understand some of the issues raised in the OP. We were and still are a very inexperienced group just trying to find our way in the game and I think we did pretty well despite that. Most important for us is we really enjoyed the whole thing.

Honestly, my fear going into this game was that its content would all be too easy. I can imagine this expedition being an absolute nightmare with no communication and inexperienced players. But that is the nature of group content, I think. The combination of these factors has been a powerful barrier to new tanks and a source of burnout for existing ones.

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Login with Patreon. By Allison Robert AllisonRobert. Ideally, you: Know every pull in every dungeon : What casts need to be kicked? Does this mob stack a debuff or have a frontal cone ability? Where can I line-of-sight a pull or kite? Does this mob have a proximity-based ability that will kill melee DPS if I do kite?

Know every pull on a variety of affixes : What packs can be combined on Bolstering? Which mobs do you pick up for percentage on Teeming? Where can you drop Sanguine puddles?

Can your group execute a risky skip? Are players overlapping interrupts and you need to save yours for Shadow Bolt Volley? Affix management greatly affects tanking Every single affix changes how you experience a dungeon as a tank, and handling them badly comes back to bite you.

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