As a tank, you're in the driver's seat of a 4-person vehicle. If you go at a snail's pace, or if you repeatedly crash the vehicle, people will not have a good time.
When I started tanking in WoW, I focused on one dungeon at a time. This helped me learn routes and how to not die. Also, I could play my character in DPS spec and see other Tanks play / learn from them.
None of this is possible in Fellowship. With 8 random dungeons, new tanks will spend hours being clueless and a burden. A newbie DPS or Heal can perform adequately, but a newbie tank can't. This is not the "Leader" fantasy that people play tank for.
I think first-time tanks should be able to wing an "ok" route. This is almost possible in Fellowship, but it's harder than it needs to be.
- Problem 1 Most enemies look identical, it's hard to know if an enemy is a 1-count small mob or a 3-count caster/lieutenant mob.
- Solution Visually unique enemies. Sorry, but all Godfall Quarry mobs look identical to me. The yellow exploders in Silken Hollow however is a good example of a distinct enemy, more of that please.
- Problem 2 Most packs are scattered across open-ended areas with no obvious "hold W route". Also, most packs are 2-4 mobs rather than 5-7 mobs. You gotta pull multiple packs or your DPS players will hate you, all while praying that your semi-random pull isn't accidentally 4 casters or overwhelming tank damage.
- Solution Put big packs on the "main path", but let good players skip / walk around them. Put smaller packs near the edge such that good tanks can do big and creative pulls.
- Problem 3 Patrols with ridiculously long patrol paths.
- Solution Put em' in capstone dungeons only.
Other suggestions:
- Let newbie tanks queue up for a specific dungeon.
- Somehow don't make dungeon routing a tank-only responsibility (lmao good luck with that).
- Brainstorm a "Most Common Route" tool, i.e. "86% of players play this pack / walk this way".