Your argument flip-flops between comparing the average tank/healer to the best DPS players, which undermines its validity. For example:
You dismiss tank and healer contributions by stating, “average tanking can be done without a pulse.” Yet, when discussing DPS, you shift the comparison to high-end content where “DPS are expected to play at max capacity.”
This is an unfair standard. If we’re discussing average performance, then average DPS players also don’t face the intense demands you describe—they’re often standing in fire, missing interrupts, and playing sub-optimally in low keys.
If we switch to high-end performance, then all roles are pushed to their limits. Tanks and healers in high keys don’t get to “cruise control” as you imply. Tanks are under immense pressure to manage aggro, route optimization, and defensives while DPSing effectively. Healers must constantly balance reactive play, offensive contributions, and resource management.
The rest of your post raises some interesting points, but I believe it oversimplifies the nature of roles, especially when discussing expectations and contributions across tanks, healers, and DPS. Let’s break it down systematically:
Utility: Interrupts, Stops, Dispel Mechanics
The claim that DPS are crucial for handling “stops” like interrupts or crowd control ignores the reality that utility is a shared responsibility across all roles.
- Interrupts: Every role is expected to contribute, and failing to do so is a player issue, not a role limitation. Many tanks and healers have reliable interrupts, and higher-end content requires coordinated effort from the whole team.
- Stops (e.g., stuns, displacements): Similarly, these abilities are spread across all classes. A failure in stops, whether it’s a healer, tank, or DPS, is a reflection of individual performance, not inherent role imbalance.
DPS: Not Just for DPS Players
The idea that tanks and healers have “optional” DPS contributions in lower keys might be somewhat true, but it misses the mark entirely for high-end content.
- Tanks: Tank DPS is crucial because it directly translates into threat. Threat isn’t an abstract or bygone concept; it remains a key factor in managing pulls and ensuring DPS players aren’t overwhelmed, particularly for tanks that have a ramping dps style of play like bears.
- Healers: While healing is the primary focus, effective healers in higher keys actively contribute to DPS during low-damage windows. This isn’t “optional” in high-level play—it’s required to make timers.
The proportional nature of DPS output is also worth noting. Tanks and healers are expected to contribute a meaningful share of damage relative to the DPS they’re grouped with, as this directly affects the speed and efficiency of clearing content.
Defensives: Everyone’s Responsibility
The importance of using personal defensives is another area where your post overlooks shared responsibility:
- Tanks: Mitigating tank busters is their obvious role, but they also need to proactively manage resources to reduce healer stress.
- DPS/Healers: Both are expected to preemptively mitigate spike damage, especially in scenarios like unavoidable AoE or personal soak mechanics. Inadequate defensive use leads to unnecessary wipes, and this expectation scales with key level.
Party Healing: Not Exclusive to Healers
Healers naturally bear the brunt of party-wide healing, however specs like Enhancement Shamans or Ret Paladins can meaningfully contribute in clutch situations, reinforcing the idea that healing isn’t a solo responsibility.
Role Differentiation: What Actually Distinguishes Roles?
The distinction between roles isn’t as sharp as your post implies, at least in terms of raw mechanics. What really sets roles apart are meta expectations (here I am on referring mostly to pugs and around the +10/11 area:)
- Tanks: Beyond their mechanical responsibilities, tanks are expected to:
- Know routes: Understanding optimized paths, adapting for butt pulls, and scaling pulls based on party capability is essential.
- On-the-fly adjustments: Tanks must adjust their approach dynamically based on healer stress, DPS output, or player mistakes.
- Leadership in pugs: Tanks often default to shot-calling in pug groups, though this responsibility can shift in pre-formed groups where certain DPS (often with lower cognitive load) may take on the role.
- Healers: Healers are distinct in their reactive nature and the variability of their workload. Unlike tanks or DPS, healers often deal with unpredictable damage patterns, making their contribution harder to quantify but no less critical.
The Core Issue: Difficulty Scales With Key Level
At lower keys, every role can function with minimal effort. The higher the key, the less this is true. Success becomes increasingly tied to teamwork, individual optimization, and leadership.
Ultimately, the most difficult role is whoever the shot-caller or leader is, as they bear the responsibility for coordinating mechanics, calling adjustments, and adapting strategies mid-run. This isn’t inherently tied to any single role but rather the player filling that position.