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What's the point of tanks?

therealalientherealalien Member, Neverwinter Beta Users Posts: 72
edited May 2013 in General Discussion (PC)
When you can invite 2 Clerics and then CW and Rogues. With 2 Clerics, all you need to do is stack AS and literally become invincible.
Post edited by therealalien on

Comments

  • wingofbenuwingofbenu Member Posts: 20 Arc User
    edited May 2013
    When you can invite 2 Clerics and then CW and Rogues. With 2 Clerics, all you need to do is stack AS and literally become invincible.

    Guardians have been pointing this out for weeks.
  • kittykaswickkittykaswick Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Personally i am hoping when they release the different paragons it will be better, right now we just have the dps paragons.
  • edge1986edge1986 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 647 Bounty Hunter
    edited May 2013
    There is no point.
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited May 2013
    To be an object of derision for CW and TR players?
  • tyler23434tyler23434 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    When you can invite 2 Clerics and then CW and Rogues. With 2 Clerics, all you need to do is stack AS and literally become invincible.

    Clearly the tanks are needed to heal the group.:) kinda obvious ya know
  • bismar7bismar7 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 252 Bounty Hunter
    edited May 2013
    Well the bigger contributor to this is the way threat works; healers getting threat off the bat because of how Astral Seal works means that they are getting chased all the time. GF's have tools to deal with this.... on 10+ second cooldowns. I have seen 2 GF's what play well enough that they can actually tank. I've probably played with around 40-50 tanks at this point.

    The fact is that GF's are not given the tools for an average player to be able to tank; this is problem number one. The Astral Shield would not be used nearly as much if tanks didn't have such a hard time holding aggro.

    Astral Shield and the way it works is fine, I have wiped with 2 blue shields up before; its not overpowered in pvp because of the way CC works, as it is a fixed location on the ground one CW can wipe out a cleric with a simple repel and force choke combo.

    The issue is not shield; it is threat; or more precisely, the long cooldown on tank threat generators; my suggestion is a passive that creates a 60 yard bubble around a GF that constantly generates more threat based on the amount of healing done from the party.

    if a heal for 100 causes 100 threat to the cleric, then have it also cause 125 threat for the GF. If a CW uses a pot for 8000, then have that be a 1.25 multiplier for threat to the tank.

    This would make the tank become more about surviving fights and (for skillful and geared players) damage.

    changing Astral shield is a bad idea; fix the real problem first.
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