Ainadak said:That's not what I was arguing for though. Often times the number of tanks required for content doesn't scale at all while healing and dps (even cc sometimes) does. I would argue for a system that requires multiple tanks simultaneously for large/difficult enemies. I think it makes more sense and scales better to multi-group content. It would also be awesome for specific single-group enemies to be best accomplished with two tanks (like giants) to shake up the ideal group comp.
It is my "belief" (opinion) that this is what the DL's primary role will be in any endgame tanking role via Dire Mark. Every DL will dire mark the primary tank(s) to "scale" the number of tanks in a group the same way DPS or Healer roles can scale. This would allow the DL to have a very important role in end game "tanking" (like Devs have promised) while simultaneously not needing to have high mitigation. Multiple warriors can also use "Unyielding" in a similar fashion and of course "Wall of Shields" = godmode.
Add: One of the things I want to test if given the opportunity is having a group of all tanks sharing damage and group/self healing... I bet it could be done (albiet not as efficient as the typical group composition).
Fundamental
I never play a tank (Enchanter addict here), but tanks are such a fundamental component of MMO gameplay that it's hard to think of another word that describes the role.
'Underrated' was also mentioned previously, and that's absolutely true, too. Peeling adds, taunting mobs and dictating the flow of battle is a pretty intense role to play, especially over a long period of time. And, in addition to these tasks, tanks are often the ones that are pulling the mobs, too.
thanks
thanks to tanks and to tom hanks