
Originally Posted by
Freyyy
Honestly tanks feel quite like that too in XIV. All the same basic tank with a gimmick added, every tank has % damage reduction CDs, a tank stance that is virtually the same (25% max HP roughly equals 20% mitigation), an agro combo, damage combos, a ranged agro move, some AoE damage/agro moves, some damaging oGCDs, damage steroids (Zerk, IR, FoF, Requiescat, Blood Weapon, Delirium), an invuln, a big "nuke" skill (Fell Cleave, Holy Spirit, Bloodspiller), some kind of self-healing, and some kind of on-demand short mitigation (TBN, IB, Sheltron). They only differ by their gimmicky mechanics which are mostly about the way they are DPSing (WAR having very bursty phases once every 2mins, PLD alterning between magical nuke phase and regular physical damage combos, DRK using MP and Blood to basically manually increase their potency-per-GCD instead of having steroids). They don't really feel unique when compared to each other. They could honestly all branch off from the same starting class. SE doesn't really like to take risks in order to create something truly unique, whether it be new content, or new jobs.
But I still really like tanking in this game, and I really like the tank/healer DPS meta. I've tanked in every trinity-based MMO I've played, and I really enjoy being able to dish out respectable damage while tanking efficiently. I don't want it to change.