Whilst you are in a Defensive stance enmity should force the target to attack you instead of their current target.
Provoke should force the target to target you for 5 seconds unless cured.
Whilst you are in a Defensive stance enmity should force the target to attack you instead of their current target.
Provoke should force the target to target you for 5 seconds unless cured.
No. Tanks don't need people to be attacking them to be worth a presence. They're just as disruptive and dangerous to the point that you don't want to ignore them anyway, it's only that the healers are higher priority (and ironically they tend to be much much tankier anyway when focusing their heals). Tanking stance still has a place in PvP to reduce incoming damage and allow you to focus more on disruption than damage.
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This is a joke thread, right?
No, it was a thread to make the game more fun with a bit more strategy in PvP.
Most tanks are ignored till the end. Healers are the tanks in PvP.No. Tanks don't need people to be attacking them to be worth a presence. They're just as disruptive and dangerous to the point that you don't want to ignore them anyway, it's only that the healers are higher priority (and ironically they tend to be much much tankier anyway when focusing their heals). Tanking stance still has a place in PvP to reduce incoming damage and allow you to focus more on disruption than damage.
Tanks are melee dps in pvp with weaker mobility. Damage is not far away from dps with str gear and no positional requirements + full swing increase 20% damage against your opponent.
I mentioned this a while back but its not really that important.
I suggested a mechanic which reduced dmg taken from a target depending on target's emnity. So it would force you to deal with the tank before wrecking healers. But at the end of the day Tanks are a bloody nuisance in PVP, with the debuffs they bring, some CC and huge hp pools they can shut down casters.
Enmity no. Provoke yes. For five seconds (two attacks) you can only TARGET/LOCK ON the tank that voked you. You can still place AoE, still damage with AoE, and still run away. This still allows tank's to be as disruptive as they already are, and it puts a very minor limit on what you can do.
Uses:
Saving a party member
Interrupting a capture
Disrupting Raw Destruction
Disrupting enemy heals
Forcing attacks on your more sturdy self
What it can't do:
Prevent you from using weaponskills or abilities
Prevent Cometeor or collateral damage from the ranged LB
Prevent Asylum, Sacred Soil, or similar abilities
Prevent the spread of SMN Dots
Prevent BLM aoe
It would be a tactical tool almost as annoying as stun or sleep, but with more options to the victim.
No.... I don't think getting forced to attack curtain target is a good idea for PvP.
But we don't need tanks to have even more tools for disruption with their current movesets. Some are borderline OP the way they are. It's a bad idea from a balance perspective, and all it's trying to do is force a PvE mechanic to work in PvP.
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This won't work well. It would be very, very annoying to have your target changed when a tank taunts.
If anything like this were added - and I don't think it should be - it would best be a damage reduction to the player's damage when dealing damage to targets other than the taunting tank for a short time after Provoke is used.
Never have an effect that messes with the players UI. That's just wrong.
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