Scrilian wrote:
They have the traits of both tank and dps worlds, bringing enough CC, while being still fairly tanky, able to stick to the target and deal substantial damage if needed and even some unique 2h only moves.
I think there is some serious mis understanding about how these classes work.... People seem to combine all specs of tanks into 1 and classifying them all as 1 spec...
"tank and DPS worlds" - Im not sure what world you live in, but this is really not an adequate evaluation of the class. If you want to deal any type of "semi-respectable damage" you have to stack FULL strength at the cost of toughness/wounds and you forfeit block % altogether. Ive always said that if people realized how squishy 2H tanks are in reality, they wouldnt bother trying to run to back lines or nuke backline classes, they would just heal depression a 2H tank, and nuke him since he is standing right infront of you...
Not to mention, if you try and go Focused Assault, you have the armor of a MDPS, without any sort of AoE detaunt, or gap closers, and still dont hit anywhere near (using single target abilities) what MDPS can with their AOE abilities.
"Bring enough CC" - again, I think you are combining all tank classes into 1 "meta" tank. I look at my SM - has just 1 aoe knockback, which can be blocked/parried. Thats it. My Knight, provides 1 punt on a 20 sec CD that can also be blocked parried and because of ping, its VERY unreliable the direction you punt, and requires a tactic on my Knight (loss of most like toughness ~140) to super punt. Aside from that, if I spec into the "prone" for 3 seconds which are (on both classes) in the TANK tree, this is a big loss of damage as you forfeit either capstone ability and mastery points in your damage trees....
"Able to stick to a target" - If we are slowed or CCd or punted off a target its nearly impossible to catch a target again as our Juggernaught ability is a 1 min CD. If you use your tactic, this again comes at the loss of toughness or super punt or costs you ALOT of damage... Do you know how easy it is to kite a tank? VERY.
"Some Unique 2H only moves" - I can only name a small handful... Like Wounds Debuff on Knights that we dont have access to yet, and Ether Dance which noone uses on SM.... Which dont even come CLOSE to the value a SNB brings to the table with block %. Wounds debuff can be removed, ED is crap compared to WW on SM (which doesnt require 2H). I cant speak for others classes as I dont know them well enough.
Overall, I feel like I am gimping the group playing my 2h tanks. I mained a Knight until I got 35, got the boundless weapon (BIS) stacked full STR and still dealt crap damage going FULL offense... I rolled an SM because I was told they can deal more damage, which they can, but are definitely MUCH more squishy than Knights since they have no inherent resistances like Knights get with Auars so even stacking disrupt, I still get NUKED by Sorcs since I cant block spells.
Why do I play a 2H if they are so weak compared to SnB tanks? Because its SUPER freaking boring going full turtle build stacking toughness/block%/Interrupt and dealing no damage. I did it for a while, you are crazy tanky, but are zero threat to any team.
Even full STR 2H "glass canon" build on either Knight or SM, people just ignore the 2H tanks as they deal very little damage (contrary to what others think) and its easy to throw a few HoTs on the target they hit to out heal their DPS.
The only "value" they bring are moderate party buffs (which a SnB provides) and a slight increase in focused damage on a target, at the cost of quite a bit of tankiness that frankly just causes healers to have to heal YOU instead of the MDPS which ends up costing the group more.
I am going to try and get a destro friend on today, so I can post a video of my 1100+ STR 2H Boundless Knight - basically based offense WITH Focused Offense (something I dont normally slot) and just show how little a maxed offense squishy tank really does in damage.
Hopefully we can then end this debate about how 2H tanks need some love and IMO honestly need a damage boost. However I think to retain their "uniqueness" this is BEST applied via increasing Taunts damage % to 50% (I would even suggest as a BASE) as it requires still and timing to use. Then possibly providing "Focused offense" as a tactic that can somehow increase damage by 15% and increase the $ of stacks on taunt to 6 or something....
Then I would also still suggest some type of 2H version of "Hold the Line" that costs a large amount of AP but provides some benefits for you + your party.