You know how they could fix tanks right now with no effort?

For those of you who don't play tanks, all tanks have a skill called %26quot;Taunt%26quot; which lasts for 15 seconds or until the enemy hits you three times. You will do 30% more damage to a taunted target.



First, they need to make Taunt last for 60 seconds, or until they hit you three times. Tanks run out of AP, having to retaunt every 15 seconds is retarded.



Next, they need to increase the damage that you do on a taunted target to that of the same damage as a melee DPS.



So what does this mean? That means people won't be just running past tanks anymore and going for the healers, because all the tanks that are swinging at them will be hitting with the power of a MDPS.



This means that in order for people to not get molested by the tanks, they'll have to actually fight the tanks. When the tanks are tanking someone, their offensive power will be nerfed back to tank power because they can't keep taunt up for more than three enemy hits. But when they aren't tanking, they'll be able to hit like a MDPS.



Thus, tanking in PvP is restored.


And to keep them balanced, you just take away some of their armor and damage mitigation and toss in some more MDPS skills.


Originally Posted by Shaggi


And to keep them balanced, you just take away some of their armor and damage mitigation and toss in some more MDPS skills.


They'd be balanced. In a 1v1, you can't keep someone taunted who's hitting you cause it breaks after 3 hits.



So they'd have bad offensive power as long as they're getting hit.



Whereas a true Melee DPS has awesome DPS all the time, regardless of if they're getting hit.


Or you could give them a choice of three specialization trees - one focusing on damage, one on defense, and one on magical skills and misc. buffs/debuffs. This way each player can choose to enhance their character in a way that benefits their play style and group dynamic. Oh wait...


A little detoned and agressive, but overall the ideas you try to present do sound legitament. But, I see this as more of an %26quot;RvR%26quot; fix then a PvE fix, because PvE tanking is really fine and taunt (mixed with challenge) should be applied multiple times and does hold aggro well. The only issue I've ever had with holding aggro was the Lord of the Vampire PQ in Dwarven Ch 9, but that's because he AOE stuns everyone and then runs to the ranged players that aren't stunned and starts to beat on them for 5sec. (2nd, pick-up tanks are recommended and work well in this one).


You've obviously never played a tank and realized that


1) Defensive tree is pointless in PvP because no one attacks a tank, only morons


2) Offensive tree is not nearly in the same league as a Melee DPS


3) Magic tree is generally ok



The problem with the tanks are, again I repeat what everyone says because you guys have not read this, that tanking is pointless in PvP because no one attacks tanks, that's why everyone attempts to spec for damage.



This would make people attack the tanks and give them a purpose.