Agreed on the increased range. However, it's not just about reaction time: if DPS in your team are much overgeared compared to you, it's a pain to keep aggro, let alone get it back. Likewise if they go crazy on AoE. Likewise if your healer needs to punch through much unnecessary damage, or goes crazy overhealing. It's not that simple, you must have either a great gear, or great partners to never have to use provoke. It's a fantastic tool to get mobs back on you as a tank. Also, it's a DPS job to deal damage, as well as to stop doing it if mobs start hitting them, so that the tank can get the mobs back. It's basic DPS'in 101 in most MMORPGs. This FF XIV is no different, however aggro management is a bit more tricky than it is usually since there's a cap system: it's more about aggro repartition (%s) than a simple absolute value, so a team must really work together to get that done right. From one group to the next, things are just so variable, depending on who does what and how, whereas I usually have the same routine and (overall good) reaction time.
