Quote Originally Posted by Tex_Mex View Post
1) Fluff damage mitigated by armor - If the class is going to be able to effectively tank in lighter style armor, it is going to need a mechanic (like a stance) that drastically boosts its armor class, so that it can survive the fluff damage from trash packs, adds, and such.
2) Tank busters mitigated with skills - The easiest to implement by far. Just need geomancer skills like Stoneskin etc.
3) A requirement to keep enemies as still as possible - Here is where things get tough. This requirement means the class basically cannot be ranged. If it uses magic, the magic needs to have no cast time and be melee ranged, or it needs to be magically buffing weapons or weaponskills.
1) Well in reddit one of the few people who responded did suggest a skin with a sort of stance. Which would fit in with the current stance system the three tanks already use. You could have it further enhanced by attacking or by using specific attacks. So as you attack your damage mitigation gets better, and falls off as you stop.

2) I don't have much experience tanking, due mainly that the three tanks are rather boring to me and I rather dislike the combo system the physical jobs use. But I can see things like using giant slabs or rick to take a big hit.

3) This is why I make the comparison to MNK. By essentially having the MNK class be a magical tank, and like the MNK and NIN it could have a mechanic that sped up attack speed. I don't know of any rule that a DoM job has to have cast times or be ranged, and the thought of a caster summoning giant fists of stone to pummel and punch enemies I feel would make it pretty showy and a fun job to play. To make it a little different from MNK though I was thinking it could use a similar system to the NIN's ninjisu, where casting spells in a certain order either made the last spell a more powerful finisher or let you use another ability for said finisher.

One of the distinctions I feel the DoM jobs have vs the DoW jobs is that they don't use combo's the same way...though RDM being a hybrid could be argued as an exception. But having spells that when cast in certain orders made them stronger could be argued to still be a combo, it's mainly having the direct chain of abilities vs having a less strict order that makes the difference.