SWTOR allowed tanks to taunt in PVP. Even the DPS specs could taunt. Taunt reduced the outgoing damage of anyone afflicted to anyone they hit except you.
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I think tanks could be more viable if a emnity vs damage mechanic was introduced.
It would also forces healers to not just spam medicas and medica 2 all the time as keeping emnity down would be in their favour.
The higher up on the aggro chart you are for a specific player the more of the full damage you take
How about no. Again this isn't PvE, so stop trying to make it such.
Dee Loe already said everything I would have wanted to say. As it stands, tanks protecting their party is more tactical and good timing while forcing them to be aggressive during the rest of the time. A tank with defensive cooldowns is great for overextending and making crowds waste their precious cooldowns on you, just in case those whining here wanted to actually feel like a tank.
Now, if you wanted to take the FFXI approach and give Provoke this weird (and very brief) pacification/silence type thing, then that's great. Running around spamming Flash or Overpower for this concept of "enmity in PvP", no thanks. I'll go do FATEs instead.
This is another one of those threads that bases its claims and desires off of your average pug player. Stop it.
As a HC pvp'er, who plays marauder/warrior more than any other class, tanks are useful as they are. I agree adding an aggro would be dumb and pointless. The tanks role is to either survive/CC in the flag(FL) while the other tank guards the healers with their CC. you don't need additional mechanics added, you just need to learn that FFXIV is a group play pvp and you have a role as is and learn to play it. All BRDs know theyre caster killers, just like melee are healer killers. Just look at the pvp abilities you unlock to get the idea.
Maelstorm! Till sea swallows all!
[QUOTE=Domira;2700813]The current problem with PLD/WAR is that their presence isn't important enough to shift the tide of a fight. Sure they have some niche mechanics, but for the most part other classes have access to those skills in some way. Also since they aren't tanks in pvp, their mitigation abilities go to waste. Being able to force players to attack you is not the solution, it would be disastrous if they made that happen.
The solution in my opinion is bolster PLD/WAR CC abilities, instead of being a "tank" they will be "control" in pvp.
PLD and WAR/Mar are control classes. No need to alter proven abilities. I've played with PLds that pull 40k+ dmg per FL and do their job too. Tanks are for holding down the flag and/or protecting the healers(ie picking off that DRg with a burst when hes way out of his healers range)
MRDs not so bad, but PLD really dont do too much.
Do you have an alt ?
Cool, just wondered how you can discuss other classes or even think you have a full perspective on pvp when you only have WAR/BLM.
No PLDs are bad in pvp regardless, they are easy to deal with and pose no dps threat. Yes they can soak damage, but you can just as easily ignore them. My point is beyond the occasionally buff GLDs dont bring a great deal.
anyways im bored of discussing with a scrub. Enjoy.
http://i.imgur.com/CzSQOnt.png
A good paladin averages 70k per match and can hit 100k+.
Not to mention the support
- +25% party-wide defense bonus
- Cover
- Best stuns in the game on GCD
- Gives VIT party bonus, roughly +200 hp to everyone
Just because most people don't play paladin effectively doesn't mean paladins are bad, this applies to every job in pvp, they're all fairly balanced if played correctly.