
Originally Posted by
Shippuu
What you're describing isn't a caster tank though. You're describing magical themed tanks which isn't the same. We have magical themed tanks such as Paladin and Dark Knight. Paladin's have flash, they have clemency which is a hard-cast heal, and Divine Veil which creates a magical barrier around their allies. Even Cover has a somewhat magical connotation. Dark Knight has even more, from Dark Arts itself being a buff, to Dark Passenger shooting a wave of dark energy, even their Power Slash which isn't magic damage has the appearance of a magical spell as they blast a ball of dark magic from their hands.
So a tank can definitely be a kind of mage. But one cannot work so well (In this game specifically) as a caster. At least not without making some significant exceptions to how it casts spells. There's just no way it can be feasibly done unless you do the following:
-The caster tank cannot be interrupted in their spellcasting.
-They can move while casting magic with no reduction to their mobility.
OR
-Their cast times are incredibly short (think BRD/MCH level, about the same as the GCD).
We have already seen the problems when it comes to Paladin's Clemency. They already had to significantly reduce the cast time, and even now it's challenging to find windows you can squeeze out a cast without being interrupted or having to move. Tanks in this game sometimes have to move often, and a caster that has to move often significantly drops in efficiency. Tanks also often have to tank a lot of enemies at once, especially with dungeon speed runs calling for huge pulls. More enemies = more chances to be interrupted. So this is why a caster tank needs to have these kinds of exceptions made to their casting to make it work.
At that point though, are you really playing a caster anymore however? You're fighting in melee range, and basically just waiting for your attacks to go off. Tanks often have to grab enmity quickly and react fast to pick up adds or enemies who might have gotten pulled away. If the majority of your moves have a cast bar it's counter-productive to things like snap-aggro, we saw this in 2.0 Warrior's Overpower which had a long windup before going off, in 2.1 it was changed to the fairly instant version of Overpower we have now because it was easy to miss with such a slow AoE enmity tool.
There's other things to consider too like armor types, will it wear mage robes? Or Tank gear? Is it a good idea to have a tank compete with gear with dps? (Generally not so good of an idea). If it wears tank gear do they need to add magic stats to tank gear? That's more work. How will it handle mechanics in fights where enemies are immune to magic damage such as in the Void Ark if all it does is magic damage? Or fights where magic is reflected? Why would people want a tank that takes extra damage from a boss?
So in the end, it's not so cut and dry. There are many things that need to be considered and while a concept might sound cool initially when you start to look at it from a realistic and developmental viewpoint it can easily fall apart. This doesn't mean that a casting tank isn't possible, but it's a lot harder to develop and in the end it could likely never be a full blown caster but rather a melee job that has a handful of casted spells not unlike Dark Knight thematically or Paladin mechanically.