
Originally Posted by
Shurrikhan
Honestly? It depends a lot on how you look at what "aggro" even is / what function it can hold. (By one view, you need to extend its functionality to the point it includes other things as well, while by another, it's just allowing it to influence the targeting of more of a mob's actions.)
Aggro, at minimum, tends to be a value table that assigns a target for auto-attacks. Everything else is potentially already independent of that. Heck, sometimes even the "second auto" on some bosses is independent of the aggro-table, and instead just looks for tanks.
But let's say you make two seemingly tiny tweaks: (A) You replace certain "random-target" attacks/abilities with aggro-influenced attacks (be they of the main or a separate "aggro" table), and (B) you allow the relevant "aggro" this works off of to be reset at particular times, only to count contribution over particular spans of time (e.g., right before the ability) or weight them far higher, etc.
Now, suddenly, a tank may have use for timely intervention to bait mechanics, rather than simply having a maintenance task that uses a fight-long cumulative value. At which point it can at least have potential to become something interesting.