Quote Originally Posted by Souljacker View Post
Yes, let's all just watch and make sure that the enemy hasn't queued up another attack while it's half a screen away (or even behind us, let's not forget our playstation friends who may not have the luxury of camera distance that pc players have) because we have SO MUCH TIME... instead of hitting our snap threat ability that *could* work like a normal taunt in a normal game.

I'm telling you that it doesn't work. How on earth are you supposed to predict whether it's queued up another attack or not on a character who has full enmity on it? Of COURSE it's queued up another attack. I'm not even sure why you are still defending this position that provoke is fine as it is.


It just doesn't work, and I don't care how many walls of text you write explaining about how a monster queues an attack against this one or that one - you obviously have never played a game that has tank classes designed to actually tank on their own and not have to depend on the rest of the people in the party to delay doing their jobs for 15 seconds while you gather\establish.
After 2.1 and all the threat buffs, as long as you're within 20 ilvl of whoever you're playing with, you shouldn't have any issue at all holding threat if you're playing your job even remotely correctly. There's absolutely no reason why any tank should need a 15s lead in time unless they're wearing sub ilvl 45 gear vs. players in i110.

Only possible exception is a PLD at a gear disadvantage trying to hold AoE threat against a BLM with a BRDs requiem active. And even then you shouldn't really have any issues as long as you start with a full mana bar.

Threat is not quite as faceroll easy as some *other* MMOs. But it's pretty easy.

I was actually a little disappointed with the threat changes in 2.1 since I always thought it was more fun to have threat be something the whole group needed to be concerned about instead of just the tank (watching threat meters, proper use of de-agro abilities, etc). But I guess the changes are more pug friendly, so whatever.

In terms of provoke, the attack queue is most useful for enemies that just spawn. In terms of pulling agro back from an overzealous BRD, it *can* work similarly to what you asked for, but not always. Either way, the BRD has a threat meter he should pay attention to, and he should run back to the tank. That's on him for A) pulling threat by not paying attention and probably not using quelling and B) for not running the mob back to the tank when he got threat.

Provoke functions quite well enough for what it does, I have never had a problem with it either on PC, PS3 or PS4.