I did mention that. Tank 1 goes in, started taking more damage due to more attacks. Tank 2 isn't getting beat on, and so gains Vul down. When tank 2 gets a decent enough Vul down, swaps with Tank 1. Tank 1 then recovers while tank 2 is taking the beating and getting weaker.

With that system, the recovery from fatigue would have to be quicker than the increase in the fatigue, otherwise you end with a situation where both tanks will end up in a fatigued state, which is meant to cause a tank swap. So, assuming recovery is quicker than weakening, as tank 1 recovers, they will get into the vul down stage, you can then swap, tank 2 then gets vul down, swap. You will end up with a state of 2 tanks that will have a permanent vul down state, which means in the end, the tanks are taking less damage as a whole, which is something you didn't like in the first place as evidenced by your second point in the first post.

you also have to consider fight mechanics, when adds show up and you've just tank swapped, you then have a weakened tank going after adds and correct me if I'm wrong, but the adds in T9 do hit very hard, having a weakened tank when tanking hard hitting adds isn't desirable at all, however, there is no way to predict when this situation will come up, it might happen the first time, but not the next due to the random variations in the damage the tank takes, just due to random variances in damage, how quickly the dps can deplete the enemies HP, meaning you would get to the same point with less damage taken, which will screw up timings on the swap. I am assuming the weakened state is going to be something quite drastic, as just a small drop isn't going to force anybody to swap.

As for Titan Extreme, no it isn't current, but the system has to work on all encounters, and so past fights are still relevant, especially for ones that are just getting to them. You might not care for them anymore, but others do and speaking of it having to work with everything, what about 4 man dungeons, or 4 man trials? Are you going to make the solo tank tank them in a weakened state, or make it so that they never get that far to begin with which makes the whole thing pointless anyway.

Fair enough if you only wanted to add it to SCoB, but you never said that, so it's a safe assumption that you wanted it on everything, and in most cases, it won't work out, especially not the way you seem to be envisioning it. Tank 1 goes in, started taking more damage due to more attacks. Tank 2 isn't getting beat on, and so gains Vul down. When tank 2 gets a decent enough Vul down, swaps with Tank 1. Tank 1 then recovers while tank 2 is taking the beating and getting weaker.

With that system, the recovery from fatigue would have to be quicker than the increase in the fatigue, otherwise you end with a situation where both tanks will end up in a fatigued state, which is meant to cause a tank swap. So, assuming recovery is quicker than weakening, as tank 1 recovers, they will get into the vul down stage, you can then swap, tank 2 then gets vul down, swap. You will end up with a state of 2 tanks that will have a permanent vul down state, which means in the end, the tanks are taking less damage as a whole, which is something you didn't like in the first place as evidenced by your second point in the first post.

you also have to consider fight mechanics, when adds show up and you've just tank swapped, you then have a weakened tank going after adds and correct me if I'm wrong, but the adds in T9 do hit very hard, having a weakened tank when tanking hard hitting adds isn't desirable at all, however, there is no way to predict when this situation will come up, it might happen the first time, but not the next due to the random variations in the damage the tank takes, just due to random variances in damage, how quickly the dps can deplete the enemies HP, meaning you would get to the same point with less damage taken, which will screw up timings on the swap. I am assuming the weakened state is going to be something quite drastic, as just a small drop isn't going to force anybody to swap.

As for Titan Extreme, no it isn't current, but the system has to work on all encounters, and so past fights are still relevant, especially for ones that are just getting to them. You might not care for them anymore, but others do and speaking of it having to work with everything, what about 4 man dungeons, or 4 man trials? Are you going to make the solo tank tank them in a weakened state, or make it so that they never get that far to begin with which makes the whole thing pointless anyway.

Fair enough if you only wanted to add it to SCoB, but you never said that, so it's a safe assumption that you wanted it on everything, and in most cases, it won't work out, especially not the way you seem to be envisioning it.