Hear me out. I play Paladin and Warrior and I enjoy both thoroughly but something has just been bugging me as the feel to the two (And many other jobs) in the game. Their stats don’t really reflect what they’re about. Now I know that can sound a bit winded as with most MMO’s the tank’s stats are perfect. They’re meant to take hits for the party and hold the enemy. But it kind of bugs me how the Warrior and the Paladin are apparently ideal countermeasures for mages. I maybe over simplifying things but when I think magic, I think of a force that almost transcends physical laws (or rather just bends them to a form that is irregular). I believe that the jobs that delve into the magics would be better off dealing with them. I suppose what I am suggesting is Mage tanking.
To make something like this work, I believe it would call for a huge reduction in Paladin and Warrior magic defense and an increase in physical defense. For example:
Paladin Before
Physical Defense: 758
Magic Defense: 758
Paladin After
Physical Defense: 958
Magic Defense: 258
Black mage Before
Physical Defense: 288
Magic Defense: 514
Black Mage After
Physical Defense: 188
Mage Defense: 900
Also this could help make Surecast useful. Instead of :
“Next spell is cast without interruption”
Make it like shield oath with a 10% reduction to damage output for a 20% increase in enmity. No spells can be interrupted. This is just my outlook on it however. I really think tanking can and should be revised to include the magic using population. I don’t see the sense in a guy being able to tank something that shoots magic lightning at him while he is wearing a station-wagon and holding a sharp conductor. I also think that this can breathe some variety into the game as people have to approach enemies with slightly more caution as the wrong person grabbing the wrong kind of monster = dead.
Then again, this idea could be hell for anyone who steps into the duty finder with 2 monks.