
Originally Posted by
Thuriaz
Make mobs hit harder. No not just a little, I mean make them hit so hard that you WANT A TANK in the group. Make them hit with a force of damage of the power of a thousand exploding stars, make them hit so hard that the cleric INSISTS THAT THE TANK TANK, and that anyone who pulls agro is considered a problem for the group. That is the only way to make tanking USEFUL ENOUGH to outweigh the penalties.
Without that, people will just do what they can to draw agro because they KNOW they can handle it. Casters will do this especially, heck I run a caster or two and I'd not change my strategy unless I thought the incoming damage would be enough that I SHOULD hold back. We've reduced spell costs because "casters are casting too much and yet achieving too little" that's fine, now we see tanks becoming less and less valid, and the question arrises "With casters casting so much more, how will a tank hold agro?" well, I gave a way they might but it would require quite a bit more from the group for it to be beneficial, and there's no reason for it. Mobs are seriously underpowered, upper levels should start to show a defining difference in capabilities of classes. Instead classes all become "capable enough to take a few hits" which results in ANY class with a good cleric on board being able to take a few major impacts.
Wizards, pale masters to a lesser degree, should be terrified of taking on a major melee opponent in close range. Sorcerers likewise, clerics should be just a bit better off, and only fighters and barbs should want to be "Toe to toe" with the worst of the worst. As it stands right now anyone can, to a degree, tank the "trash mobs" who are nothing more than an annoyance between points A and B of any quest. There's no reason to have a tank, and honestly without a major shift in game mechanics there won't be.
That said, I have had a lot of fun on my tank, he's one of the many characters though who I'm currently reviewing for deletion. I liked the feeling of being able to take on a small army and KNOW they weren't getting through my defenses. Alas that time is about done, it's not a matter of the changes in the game, it's a matter of the changes that are NOT implemented. Increasing his DPS won't make him tank better, decreasing his threat when he's not on the offensive won't help much either, where he lacks is where all tanks lack, true, honest, REAL defensive capability built INTO the PRE. As it stand, if I get the very best gear, the best buffs, etc I should reach around an 81 - 84AC unboosted. However, what's the point? It's STILL quicker to just go in and slaughter the nameless trash, and with Epics taking a hit, it's gonna be that much easier (50% easier).
Remember, without risk there is no reason to negate risk. As long as casters are fairly safe from all but other casters, as long as melee can EASILY kill without risk to it's self, and as long as healers can easily keep all those doing this up, there is no reason for anyone to tank. It's those rare situations when higher DPS does not equate sufficient protection from incoming damage, when the healer can't keep a whole party up, and when casters have everything to fear from every enemy on the field that a tank actually has purpose.
You want to make tanks more viable? Make monsters hit harder, afford robe wearing users some form of penalty to critical hits, better yet build the mobs the way you build the players. If the mobs at Epic level were as dangerous as even level 18 Kensai Players then perhaps we'd need tanks.