My bad there, I never specified that I was talking end-game 5-mans. I'm entirely aware that normal dungeons can be tanked in DPS specs as far as Outland (and possibly farther than that).Originally Posted by cloister
But the thing is this: all the tank classe (barring Paladins who might have to gain some sort of mechanic, possibly a redesigned Righteous Fury) have mechanics that increase their survivability. Be it Defensive Stance, Frost Presence or Bear Form, these are what separates DPS from tanks in terms of gameplay. I'm well aware of the post you're referring to, thought. But my point is this: if you spec Fury or Arms, DPS as a DK or Retribution, you won't have extremely much more survivability than other classes (nor are you supposed to, though you can perhaps take a hit or two more before you're wiped out). However, once you put on your shield and pop into 'tank-mode', you suddenly gain a whole lot more survivability, perhaps even enough to tank 5-mans. But it does come at the price of damage, which I think is one of the reasons that this is being done. As someone above me said, it does make things slightly uneven in PvE (as well as PvP, but that's a whole 'nother subject that I'm not altogether familiar with). Plate wearers aren't supposed to be able to deal damage equal to everyone else as well as have way more survivability.
As someone above me said, it does make things slightly uneven in PvE (as well as PvP, but that's a whole 'nother subject that I'm not altogether familiar with). Plate wearers aren't supposed to be able to deal damage equal to everyone else as well as have way more survivability, unless they specifically opt for it by sacrificing damage for survivability.
This is why I'm not worried in the slightest about Plate wearer survivability vs. other survivability. Well, this and the fact that I'm certain that survivability will be evened out along with these changes via changes to cooldowns, talents and abilities.