Quote Originally Posted by Onisake View Post
I both like and dislike the complexity. if enmity modifiers are already built in it removes a bit of customization, and it makes it more clear what items are BiS.
Customization is nice, but not when it messes with stat priorities and item budgets. It was pointless in FFXI and it certainly is pointless here.

enmity in WoW is very different than FFXIV. battle mechanics are very different. the two are not comparable.
They are when we essentially have the same class. XIV basically took the prot warrior and tried to hammer it into the mold known as the FFXI PLD, while undoing a bunch of the improvements that spec received over the years. Phalanx's utter lack of anything other than being a set up for spirits within makes this evident (the template originally had a huge enmity modifier that was eventually nerfed and replaced with a high damage modifier instead).

MND affects enmity multiplier for PLD combos. It's not a 'yes and no.' PLD already has an inherent modifier. WAR lacks it.
I'm not talking about just combos. I'm talking about everything the PLD does. It should have a built-in enmity modifier that increases enmity generated by every action the PLD takes.

MND also indirectly affects cures, bigger cures mean bigger hate generation. I think one thing PLD could use is access to Cura. this would help diversify builds a bit more. some plds could go heal route for enmity generation, others could go damage.
As I've constantly said, the tank has other things to worry about than curing others. Not to mention it would make it even more of a pain to balance the job. If you really want to have some cure that affects others, I'd change Holy Succor into a smart heal if cast on self:

Holy Succor: Restores HP. If cast on self, heals the party member with the lowest HP for half of the amount you recover.

This way you supplement the healer rather than do part of their job. You also have the option of using it on yourself and patch up someone else in the group or using it on someone else.

+/- enmity i think is fine. you don't NEED either one to be good at your job. it can help you push your damage even higher. or allow your DD to push their limits further. but for the majority of people playing this is not important. fine as is. a couple tweeks to abilities will go further than abolishing this mechanic. (PLDs access to Cura, add a VIT enmity modifier to steel cyclone)
I'd rather not have to put so much into a stat to begin with. Not to mention it messes with gear item budgets, which I notice not many realize just how wasted stats affect gear design.

Quote Originally Posted by ShivenCasull View Post
IMO a tank should have to choose between damage capabilities (or in PLDs case, healing) and pure defensive stats to maintain threat. Having a threat modifer feels restricting.
What I was getting at is more inherent percentage modifiers to every action you take.

On the other side of the coin, there is -Enmity for DD but I still think the whole thing should be revamped.
Giving DPS enmity drop abilities would be a good place to start, IMO.