I'm feeling silly, so I thought of an idea. 3.2 has a chance to change the way Tanks work in some manner. People are running about trying to figure out the most plausible way to do this while keeping the meta largely where it is.
I'd like to go the opposite direction. What could SE change to royally piss off the Tank community? Be as evil as possible!
I shall begin.
All
- Job Lock Accessories. Do not change the properties of stats in any way.
- Fending Accessories are restricted from receiving Strength Materia.
- Enmity Combo multipliers reduced to 1.0x -> 3.0x -> 5.0x across the board. Any Tank Stances with multipliers above 2.0x are reduced to 2.0x.
- Positive Enmity Multipliers are disabled when outside of a Tank Stance. This applies as a trait gained at the same time as the Tank Stance. All attacks from outside a Tank Stance will instead produce enmity at a 0.5x multiplier.
- Leaving a Tank Stance reduces enmity in nearby enemies by half.
Warrior
- Switch the potencies of Storm's Path and Butcher's Block.
- Wrath/Abandon abilities cost 30 TP in Defiance and 60 TP in Deliverance.
- Wrath/Abandon abilities break combos.
- Wrath/Abandon is no longer swapped when switching stances.
- The Cooldown of Equilibrium is increased to 90 seconds.
Dark Knight
- The Cooldown for Dark Mind is increased to 120 seconds.
- Delirium's Intelligence Down debuff is moved to Power Slash.
- Plunge can only be used if the user is between 10 and 15 yalms away from the target.
Paladin
- Instead of adding extra auto-attacks, Sword Oath now increases attack speed by 5%.
- Royal Authority now costs 1414 MP to execute.
- Clemency's potency is now calculated from the Healing Magic Potency Stat.