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The idea behind the 'tank' is to ensure that the party as a whole does not get hurt. This usually involves two key things:
Hate management
Damage mitigation
(It is not safe for a tank that can hold hate but gets knocked out with one shot ; ; or one that can never get hurt but never holds hate either ^.^;;). So those are the main things that can be played with
-- Holds hate, gets hit, but shrugs it off (PLD, WAR)
-- Holds hate, avoids getting hit (Ninja! O.o)
-- Holds hate, monster can not hit (O.o? Some kind of tank that can constantly freeze/paralyze/stun a monster?)
-- Does not hold hate, but makes everyone else shrug off damage (Super WHM without -1000000 enmity)
-- Does not hold hate, but gives everyone perfect dodge/etc (Ninja-ga? o.o)
-- Does not hold hate, but stops monster from being able to hurt anyone (Super RDM/Enfeebler galore)
We have room for more ways to ensure the party as a whole does not get hurt badly while attacking big mean mobs. It would be interesting to see some more of these dynamics.
At the moment, I do know it is possible to have some 'unusual' 'tanks' besides PLD and WAR but it does not seem to happy much (or is very good?)
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I love more tanks, i would also love more healers, while not an issue in endgame content, its a big issue in EXP PT's when majority of time you cant get a healer.
I dont like how WAR is the tank for everything right now, PLD is pretty much useless.