Tanks have 3 things to help make them unique.
(1) Methods to make life easier on the healer, to encourage the idea only they should be hit. (Mitigation being the best example.)
(2) Methods to get enough threat, so they can actually use their defensive options.
(3) Methods to deal damage, when they arent needing to be defense, or AS defensive.
Saying "Only an evasion tank would bring anything unique" is suggesting there cant be anything unique in the other 2 parts of being a tank.
WAR being an example, its Fell Cleave is tied to its Inner Beast. Its made most WARs refuse to use inner beast, even if they have no CDs, and they WILL die to an attack. (I see this occasionally in Savage, its a bit frustrating.)
So this is the unique feature in WAR, from #3.
Flash being an example of #2, where it mixes mitigation and threat, but lacks any dps gain.
Anyways, the real issue is that too many jobs have overlapping ideas, taking away uniqueness. (Though they did a decent job of making it so DPS have less overlapping ideas, like some jobs not having DoTs now.)
All possible Forms of Mitigation used in prior games (that I know of, ill add more to the list if I realized I forgot something later.);
Increased max HP. (perma stance or stoneskin shield.)
-X% dmg taken mitigation. (stance, rampart)
X% chance to lower dmg. (parry, or Block. Or reverse DH.)
X% chance to ignore all dmg. (Evasion)
Take no dmg. (evasion, holmgang, hallowed ground, stuns, etc)
Heal HP (cure, thrill, regen, absorb)
Increase heals potency (convalescence)
Delayed Damage (the only thing close to this in 14, is Living Dead, but this is more so a Monk ability in WoW, where they still get the damage, but it comes at them slowly as a DoT, which can then be cured off.)
Replace HP with another source. (Not in 14, but an example is "Damage MP" from BLU in FFT. Make another source go down, instead of HP. Or X% of dmg goes to the other source.)
Within those are a variety of ways to do them, including self buffs, targeting the mobs with debuffs, applies within job mechanics/resources to maintain, the cost of another action/category, like fell cleave, or affecting an aera/ground, rather than the boss directly. (There are probably a few more.)
Then within those are a variety of ways to execute those actions. Be it Weapon Skills, Combos, Positionals, Spells, Channels, or oGCD abilities.
Then you also have duration/CD differences, along with intermixing effects of other abilities, be it to buff them, or weaken them.
SE has this weird habbit of making 1 tank job, and giving it 90% of what I just wrote. And of course all tank jobs are going to play similar to eachother...
But yes, next up is Threat, and DPS, which I wont write all out.
On a side note, after seeing WoW come up with the "Delayed dmg" idea for Monk, I realized there is still ways to make new forms of mitigation, we just need to think harder, and think of more complex concepts, besides just a single stats that lower dmg. Ive had a few ideas of my own, but they get a bit too complex to explain easily here, and some of which dont fit within how FFXIV intends to function.



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