Originally Posted by
Yinnyth
I can offer hundreds of crappy solutions. Hell, I have offered hundreds of crappy solutions to various problems over the years. None of them got used. You want me to take a stab at fixing tanking in general? Enjoy my unrefined first draft:
First, the whole enmity system would need an overhaul. One possible solution would be to split Cumulative Enmity (CE) and Volatile Enmity (VE) into seperate categories for seperate actions. So there'd be melee damage CE and VE, ranged damage CE and VE, magic damage CE and VE, cures delivered CE and VE, buffs delivered CE and VE, debuffs delivered CE and VE, and assorted CE and VE, and possibly even more specific categories for more diversity in monster behavior (such as fire damage CE and VE, or waltz CE and VE). Various enemies would be given certain enmity habits. One might hate magical damage, so his magic CE and VE would grow at an accelerated rate, and decay slower. In this case, use melees to damage him and have your tank magic burst off SCs in addition to his normal tanking duties. This forces you to specialize your tank depending on the foe you face, so tanking is more diverse from situation to situation. It also gives you the ability to specialize your DDs so they pull less hate (if hate builds quickly for melee attacks, switch to ranged and magic attacks and let your tanks be the melees)