There is nothing to stop a rework of warrior at a later date for all we know the 2.1 change is just been used as a short term fix till they have the time to rework and balance the warrior to be more of a self healing tank.
There is nothing to stop a rework of warrior at a later date for all we know the 2.1 change is just been used as a short term fix till they have the time to rework and balance the warrior to be more of a self healing tank.
There's only so many ways you can get beat up on by a monster.
Yes. But only because all the other jobs are always waiting on tanks. They need more tanks in the population... so what ever they need to do to get that done.
There's a substantial difference between how a tank *plays* and the mechanics that it utilizes. In 2.1, both WAR and PLD are going to have a lot of DR (though it's not nearly as much as people seem to think; WAR is still "huge hp and increased self healing") but they're going to *play* completely differently: WAR is *still* going to be all about leveraging Inner Beast for maximum benefit, generating/spending Wrath stacks on various other benefits, and selecting the appropriate combo for the situation (which now is even more applicable since SP is going to be useful); PLD is still going to be one combo and not much else (sometimes Stoneskin and Flash).
It's because of *this* that you can have a *lot* of different tanks even if they share many of the same fundamental mechanics. In fact, playstyle difference is *more* important than mechanical difference. As long as there are ways for tanks *play* differently, which is not a question of what mechanics are used but in the interplay of given abilities, there will always be room for more tanks. The same is true for DPS and healers as well. If they add BST, it's going to *have* to play differently than a SMN, and not just "SMN in melee range". The only time that you can really afford to cross over playstyles and still have it be justifiable is when you're going from tank to DPS, or vice versa, mainly because tanking and DPS focus on entirely different aspects of the fight so that you can get a completely different experience even if your character is using all of the same abilities in largely the same way.
Just please no evasion tanks. I hate everything about them. Especially with the way RNG works in this game. If crafting/gathering is any indication imagine a tank with a 50% chance of avoiding attacks getting hit about 100 times in a row.
They've also got the same change of taking no damage for 100 attacks in a row. The only reason you think that the RNG is horribly unfair is because the human brain is designed to place much more import upon deviation from expectations rather than evenly weighting everything.
It's, honestly, not all that difficult to create a reliable evasion tank construct. The reason that people hate evasion tanks so much is because evasion doesn't add to eHP; it's a mean mitigation mechanism. You can have a perfectly effective evasion tank as long as you're willing to increase its hp and/or provide absorb shields to offset the tremendously lower eHP thanks to substantially lower static damage reduction (which adds to both eHP *and* mean mitigation).
they're doing better at diversifying tank toolkits than they are with their DD stuff.
there's really only slight differences between drg/mnk/brd as is... every one of them revolves around keeping a couple buffs on themselves and a couple debuffs/dots on their target
it'd be neat to see a dps class that didn't have a dot as their highest potency attack... all i'm sayin
on topic though, i'm positive they already are thinking of another tank, and other dps and other healers
"By this axe, I rule!"
There's your axe oath.
Having damage mitigation doesn't instantly make you a paladin. The focus is and should be on tanking mechanics without making one more of a penalty to have around than the other while maintaining a common denominator between the tanks. Some form of reduction of incoming damage and something ressembling defensive cooldowns are non-negotiable.
You're missing the societal aspect of it. NIN displaced PLD in FFXI because to the hive mind no damage taken >>>>>>>>>>> damage mitigation of any sort. Math doesn't even enter the scenario. People see no damage taken and that instantly makes one superior to the other. Even before factoring party resources spent per tank (the other main reason why parties preferred ninjas over paladins).
'
Its the 3rd month into the game and you're talking about making a new tank class? One word: WAIT. The game is new, they need to figure stuff out and once they get a feel for things and hopefully get better maybe before the next x-pack from now they'll think about adding a new class.