Quote Originally Posted by Mixt View Post
I have seen far too many tanks get killed in situations where the extra mitigation from tank stance would have saved them.
But nope, it's better to die than to compromise your damage output apparantly.
Those tanks usually messed up their CDs or took avoidable damage. As someone who drops tank stance as early as possible, I've never needed it to survive unless I or someone else messed up.

Quote Originally Posted by KisaiTenshi View Post
This is not a game where everyone has to DPS, that is just raider meta being taken too seriously. The design is pretty clear. Yoshi-P stated that they design every fight without healer DPS taken into account. They removed the bonus points with this intent as well, and the ability to put "wrong materia" on gear was also nerfed so that tanks can't be better DPS.
Need I remind you have the Phantom Train run once again? You know, the one where I was literally useless because I did nothing except heal. Intent matters little when gameplay functionality works differently. If the developers truly didn't want healers or tank to deal damage, they should make content so hilariously easy a healer can spend 80% doing absolutely nothing if they aren't DPSing.

Quote Originally Posted by KisaiTenshi View Post
If you're playing the roles as designed, the enmity reduction skills are things that you shouldn't need to use, because you only get to use them once then they're on a cooldown, where as the tank's basic skills all generate more enmity than DPS players basic skills. Hence they are designed for a mechanic where the tank can not get enmity immediately (Eg add phases), and not for the tank to sit there in DPS stance to minmax their DPS. If a tank is telling you to use your enmity reduction skills in lieu of them actually tanking, then the tank is a bad tank. The only bad tanks I run into are those that are undergeared, because, again, PotD.
Diversion is an aggro suppression skill, thereby it's only useful when DPS are dealing high amounts of damage. Hence why good players utilize it in their openers, you know, when you're generating the highest enmity possible. Claiming players shouldn't need to use this ability only highlights how little you understand, though that has always been apparent since you don't even do content outside of dungeons. And, of course, any criticism towards your "playstyle" is immediately dismissed as "raider meta" or "toxicity" because the all holy Kisai knows all. You know what takes forever? Standing around doing next to zero damage. How do you manage trials like Lahskmi in 4.1 or the ghosts in Phantom Train?