Well, I was thinking the other way around. Go to Mylla and spend 1000 myth to get "Training Manual: Riot Blade" which has some questing in it with 'Enhanced Riot Blade' as the reward, but yeah.
In an effort to prevent that I'd personally lean towards creating skills that enhance sub-roles rather than main roles.
For example I'd give Paladins a variety of options for either damage or buffing but nothing for tanking, Warriors would get access to some debuff or control abilities, Monks might get the ability to make Second Wind an AoE ability.
If you create a bunch of extra "optional" tank skills for a tank role then they become mandatory, but if you create ways for them to be better at things outside their main aspect instead I think they'd be much more optional or situational.
Edit: I miss the pre-30 dungeons where with some co-ordination, skill and good use of CC abilities an Arcanist could be the tank, a Lancer could OT and a Thaumaturge would be on heal duty. Some pushing to get people out of those comfortable trinity roles would be a nice change of pace.
Edit 2: Ok, I'm getting further and further away from the OP. I'm going to stop now.



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