
Originally Posted by
Jeeqbit
On the face of it you might think there is homogenization.
But if you do, you didn't read the tooltips or understand the changes properly.
Jobs have never been more unique and different from eachother than they will be in 5.0.
- Homogenization of Provoke and Shirk is essential.
- All jobs have got a gap closer at this point; this homogenization isn't unique to tanks.
- Tanks have always had a functionally-identical pulling tool, but they all look different. Throwing a shield, reaching with your axe, throwing dark magic and shooting your gun. All feel different. You could even argue DPS jobs have an action of this nature too, like dragoon throwing their spear or ninja throwing their knife.
- The 10s 30% damage reduction is different on Warrior because it causes damage to enemies.
- Paladin's AOE is not 2 actions; it's a huge exciting rotation ... it's Requiescat -> Holy Circle x4 -> Confiteor -> FoF -> (Total Eclipse -> Prominance) spam.
- The AOE party support functions differently. WAR's is a barrier. PLD's is a barrier that is heal-activated so their activation time has to be different. DRK's is magic damage reduction. GNB's is general damage reduction. There is a difference between a barrier and damage reduction. They are all mechanically different.
- No other job has PLD's Cover. No other tank has PLD's clemency. No other tank has GNB's regen. No other job has WAR's Nascent Flash where a party member absorbs health from their attacks.
- The "Fell Cleave Copy" is unique to the tank's job identity though. For PLD it is casted spells. For DRK it is Bloodspiller. I assume GNB's involves shooting their gun but haven't studied it enough. They just all feel very different and fun to different people so it's nitpicking.
- Everyone's "I can't die" button is very different. PLD's identity is powerful mitigation with its shield and spirit, so it gets to be invincible and they haven't given other tanks one because it would take away from PLD's job identity. GNB's is weaker because it reduces them to 1 HP, but their combo heals them and applies a barrier to them and they can apply their regen, use a potion or some other strategy if the healer can't sort them out. DRK's is only useful if there is a powerful healer around full stop, unless the 10 seconds of Walking Dead is enough to finish off a boss. WAR's is more frequent, binds them to the enemy and is probably ideal for one enemy rather than a big pull like PLD's is, and if it gets them to 1 HP, they can use Equilibrium, Thrill of Battle or rely on a healer.
They all function very differently, are usable in different situations and present tanks with different problems to solve and different ways to solve them.