Quote Originally Posted by Marxam View Post
The tank issue can be mitigated if OT stances were brought back and were the same 10 sec cd, and damage penalty removed, across the board for all tanks. Then tune the fights to have constant enmity resets like O4S and make the OT stance actually lose aggro (or at least revert it to 2.0 enmity generation) so you have to think twice about dealing damage over holding aggro. This would alleviate aggro fights in 24 mans but not entirely resolve it. They don't need to introduce enmity control for DPS and Healers so all the enmity falls strictly on the tanks and their job to control it. Fights should be tuned with tanks in their tank stance 100% of the time and the OT stance is for those in the endgame who want to maximize their limits or speed kills.

For newer players of those who enjoy the 5.0 tank changes just stay in tank stance. For veteran players like myself who enjoy the high stakes game of balancing damage and aggro pick the OT stance.
They should not introduce skills like Unchained for one tank exclusively. While I loved it as WAR it gave an unfair advantage to stay in the tank stance with no penalty and dealing more damage. This was one of the reasons why WAR was op, in addition to damage down and slashing debuff in 3.0. If one tank gets a skill like this all tanks need to get one like it too.
We don't need to bring back annoyances like hate management to tanks, its so unpopular even all other MMOs have the party themselves watch their own hate, not the tanks. Its one thing to be voking on time and shirking, but forcing tanks to turn around and do aggro combos that were counterproductive to your job resources, or even flow is just a big "NOOOOOOOOOOOOOOOOOOO". If we bring back stances, bring back DPS/Heals hate reduction skills. If we make it to where one tank is 100% of the time in tank stance congrats, there is going to be more fighting over tanks wanting the OT role and less MT because "MY DEEPS!" Keep them both the same, period. The stance change was fine, what wasn't fine was the additional curtailing of all tank job skills, overhomoginization, taking away each tanks skill gap, and boss design taking positioning of boss/exclusive tank mechanics.
The unchained for WAR only mattered in 4.0 because WAR could have the best MT pull and establish aggro, after that you never really went back into tank stance after opener, thus Unchained would never be used afterwards. Though I do agree, it was one of the reasons WAR was problematic, but it was also its damage was too high with holmgang breaking too many fights. Those issues were fixed (though damage was hit too hard some would say, but since WAR is the easiest of all tanks to play this expansion it makes sense from a design standpoint.)