Mob control

Specifically, Ranged mobs and our inability to position them. Both in "Meta" wall to wall pulls and also standard single packs. You can often have ranged enemies such as Casters (Imperial Signifiers for example) or Archers, that will attack from range only. While ideal play would want you to group mobs up to be able to AoE them for enmity on all targets (As well as increasing DPS)

Toolkit expansion


Enemy repositioning skills. Example from another game: WoW DK - Death Grip, Paladin - Avenging Shield (Silences), Druid - Feral Charge (Silences).

Potential examples for XIV: DRK - Death Grip Abyss Grasp. WAR - Harpoon. PLD - Flash (Blind. But literal. Make the enemy's skills have a 3y range 'cause they can't see). GNB - Magnetic Shot.

Limit Break

Tank Limit Break is trash. Very niche use for only specific abilities.

Toolkit Expansion:

Expand on Tanks new party mitigation skills. Include new extreme CD party mitigation skills for Tanks. Essentially a party version of what their invuln CD's are (Just, not with the same mechanics) powerful party CD with 180-420s CD's.

Then, give Tanks a not trash Limit Break.

Finally, design more encounters to feature raid busters that can be mitigated with the new CD skill, alongside minor raid busters that Tanks can use their minor party mitigation skills for too.