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Do tanks need a dps buff to keep up with the current state of dps?

STAR WARS: The Old Republic > English > General Discussion
Do tanks need a dps buff to keep up with the current state of dps?

Hebruixe's Avatar


Hebruixe
07.11.2014 , 08:55 PM | #11
I'm pretty average. My jugernaut tank is pretty average. I did not know the data you posted above. But I did know that tanking feels like swinging a light saber colored noodle at my enemies...both to me and to them. Which isn't very epic. I would support a dps buff for tanks.

Docmal's Avatar


Docmal
07.11.2014 , 09:49 PM | #12
In my nightmare progression group i have switched all my non set bonus armorings to high mainstat and i use an attack adrenal during every pull. When you have 4 dps who can pull 3800 - 4200 on a dummy you need a solid high threat opener. Then after 30 seconds it gravy.
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Loc_n_lol's Avatar


Loc_n_lol
07.11.2014 , 11:15 PM | #13
If I remember this right, at launch, tank stances only gave 50% extra threat and that was supposed to be enough to hold single-target aggro without taunts...

RandomXChance's Avatar


RandomXChance
07.12.2014 , 12:15 AM | #14
Really not an issue at this point. The increase in DPS has just meant that tanks and DPS need to be aware and use their abilities properly. I actually think this is a good think and adds an additional element to fight strategy.

I run as a tank and DPS with groups in optimized 180 and about 1/3 186. The first 90 seconds of the fight is the tricky part if the tanks do not stack their taunts and the DPS do not aggro dump and wait to use adrenals.

If they bump up DPS signifigantly mor in the future with compensating with aggro modifications or enrage times, then there may be issues.

BuriDogshin's Avatar


BuriDogshin
07.12.2014 , 12:26 AM | #15
Quote: Originally Posted by Docmal View Post
In my nightmare progression group i have switched all my non set bonus armorings to high mainstat and i use an attack adrenal during every pull. When you have 4 dps who can pull 3800 - 4200 on a dummy you need a solid high threat opener. Then after 30 seconds it gravy.
Makes sense. I was advised by raiders I respect that using high-main-stat armorings/hilts/barrels (i.e. DPS, not tank) was a good idea: the higher main-stat helps build threat, and the lower endurance doesn't really matter, because as everyone should know, tanks get the vast majority of their HP from their healers, not their Endurance. The amount of armor the armorings provided is determined by their rating, not the Endurance.

In short: Main stat is less important than mitigation and armor, but it is more important than Endurance.

And yes, that would mean the stuff provided for tanks by the commendation vendors is even less optimal than many people think.

Of course, I could be wrong.
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JidaiDerriphan's Avatar


JidaiDerriphan
07.12.2014 , 01:33 AM | #16
Yeah just a few % for pve and PvP I think

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farcurse's Avatar


farcurse
07.12.2014 , 02:17 AM | #17
Quote: Originally Posted by Darth_Wicked View Post
IMHO, not really.

Part of the challenge is to be able to retain threat, just like it's the healer's challenge to keep everyone modestly healed or the DPS to pull aggro, provided he's dealing loads of damage.

In other words, currently working as intended.
DPS job is to do dmg and NOT pull agro like the highest dmg possible with no agro u have a good dps there

Darth_Wicked's Avatar


Darth_Wicked
07.12.2014 , 03:05 AM | #18
Quote: Originally Posted by farcurse View Post
DPS job is to do dmg and NOT pull agro like the highest dmg possible with no agro u have a good dps there
From experience, one of them usually leads to the other. It's up to both the Tank and the DPS to plan accordingly when it happens.

Also, punctuation wants to be your friend.

Leafy_Bug's Avatar


Leafy_Bug
07.12.2014 , 05:11 AM | #19
Tanks are in a good but fragile place at the moment. While threat is not an issue most of the time, there are moments where, without your control and even with super duper planning, your attacks will be resisted, your damage dealers will do the parse of their lives and they will pull the boss from you. Of course, the taunt will bring it back but you lost aggro because as a Tank, in the current state of the game, you cannot trade mitigation for accuracy.


I can name a few bosses where holding aggro was a challenge in the past but this is not the scope of the thread. In my opinion, before they increase damage on tanks they should look at accuracy and how it affects us tanks. What is the point in making a tank hit harder or generate more threat if he misses whilst the damage dealers are running with 100% accuracy.


On a closing note, the chestnut with 'but real tanks hold aggro without a dps buff' will not fly for long. When damage dealers are gonna be doing above 5k DPS and tanks will be doing roughly the same threat it will become increasingly difficult to keep aggro if BW does not wake up and smell the coffee. There is a fine line between enjoying the game and showing you can hold aggro whilst being on the edge and pretty much having issues with this because the state of the game is against you as a tank.

Incarnatus's Avatar


Incarnatus
07.12.2014 , 06:23 AM | #20
I see very little difference between SWTOR and most other games (produced over the last few years) regarding Tanking issues. The easiest slot to fill in a group is always the Tank role as most people go dps role. Most dps do not know how to play (controlling the hate they generate) making Tanking unpopular. I have Tanked for many a PUG where the dps tells me flat out it's my problem if he pulls hate off me. Yes, I know about rotations, taunts, body pulls, etc, etc, but Tanking is about teamwork as is healing and dps. So I would guess the average Tank in this game probably knows more about his role than the average dps (same goes for the average healer).