Yes, Marauder was meant to be THE Secondary/Off-hand tank, but also the PRIMARY Multi-Mob Tank. Personally, I hope SE continues in that direction since I prefer tanking with a giant weapon instead of a sword/shield when and where possible.
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I still laugh at the idea of everyone huddled around the mage to protect them.
One breath or physical AoE attack (even magic if mage is w/o emulate) and it quickly becomes a death trap for the mage with no way to escape.
looking at the plans they make it even easier then it currently is by adding enmity bars (so there wont be any surprises if i dindt misunderstand who gets aggro and who keeps it unless the mob behaviour changes dramatically).
Im all for better/smarter mob behaviours, sometimes random hate changes as well so the DD and esp. Tanks have something to do while the healers/nukers/archers have to watch their health or CC. I would love that.
One can only hope that the upcoming changes are not making the loleasymode ffxiv to a cgi movie only... i would greatly welcome more challenges, for all jobs.
Some mobs already have hate resets. They are not necessarily working properly or all the time but things like "wasp" and "mole" mobs that teleport/burrow are hate reset mobs that go after the person that hits them worst after they disappear. The problem is they can be hit by late attacks so based on who actually hits them the most after they disappear is who they go after. If they work on that system more and add a few more mobs that have hate reset abilities I think the tank will have plenty to worry about.