Quote Originally Posted by Vyrerus View Post
There's nothing equivocal about what I pointed out to you. You just don't think of enmity being anything more than a choice word for a gameplay mechanic, whereas I do.
Equivocation and equivocal mean different things in this context. You redefined the phrase "Enmity management" in a non-standard way at the start of your post and then proceeded to reiterate my post using your new definition. It's a bit odd, but given that you're re-enforcing my point, I don't really mind.

Either way, you don't need to have a numeric point-based system to control the space around your team. Generating fictitious threat points that tell the AI who to attack should never take gameplay focus away from positioning, movement, mitigating damage and actually being a credible threat by beating down your opponents. the latter four are what make up the heart of tanking.

Quote Originally Posted by Vyrerus View Post
Each press in itself is a decision.
Not really. Every job has a target dummy rotation that represents optimal play. The only actual "rotation decisions" that you make are when a mechanic forces you to alter it and then return back to it. Even then, once you know the script, you can basically take the decision-making out of it with a spreadsheet, unless the fight has branch points.

Quote Originally Posted by Vyrerus View Post
Yeah, Shield Oath did, but not Defiance.
The nice thing about wikis is the page history function.

July 2013

2.1 just increased the enmity generation rate.