
Originally Posted by
PangTong
Which is why it would require changes to enmity mechanics to make it worth bothering. For starters it shouldn't be possible for tanks to generate enough enmity to last the entire fight in the first few GCDs, even with tank stance. There should come a point where it's more worthwhile to switch into DPS stance, but still have to go back to tank stance later to maintain enmity. Even if enmity mechanics were to remain in a state where enmity can simply build indefinitely and thus it's possible to accumulate as much as necessary at any point in the fight, if it took say, a full minute's worth of tank stance to get that enmity (instead of a few seconds like it does now), it's not going to be optimal to just get all that at the start of the fight because the whole time you're building enmity you'd be sitting on your damage cooldowns like Inner Release (or else have to concede to using them in tank stance).
But a better solution would be to refine enmity itself such that it's not even possible to just generate all required enmity in one go and then sit on it for the whole fight. This could come in various forms, like a cap on the amount of enmity that can be generated in a given timeframe, or a diversion-like decay effect on tank enmity when they are not in tank stance. Or it could be in the form of boss mechanics, e.g. the boss could use an ability that suddenly reduces the MT's enmity, or raises the enmity of the rest of the party.
Those sorts of changes would be needed to make tank stance compelling. But I maintain that it's worth doing, again, because tanks should not be DPS jobs with a blue icon. The "fun" argument doesn't sway me. Having to tank actively, to balance tank responsibilities with damage output, would be more fun for me. Healers have to do this, but because tanks have been spoiled for so long by the ability to offload their responsibilities on their party members, they now think tanks are meant to be DPS jobs in heavy armour. If tank gameplay is to improve and become meaningfully distinct, then eschewing this obsession with personal damage is going to have to be part of it. Tanking should not just be a side effect of optimizing damage, it should be something you have to deliberately give attention to doing.
Mitigation is an entirely different beast altogether. It's frankly something of a wash, as to change the game's design such that mitigation was an active part of tanking (beyond just popping cooldowns for tankbusters) would require significant revisions to both the design of tanks, healers, bosses, and probably the battle system in general. Basically, it's not going to happen. But this isn't an excuse to just delete tank stance. It means that tank stance and tanking in general needs to be rethought a bit to make it a proper and necessary part of the tank toolkit. That's where the whole enmity thing comes in.
(One scenario I could think of where tank stance could be made semi-useful for its mitigation properties without just doing "sit in tank stance the whole fight" is to have boss mechanics where the boss temporarily buffs its damage for say 30-60 seconds to the point where tank stance becomes strongly desirable for survival. Essentially just sustained periods of high incoming damage where a cooldown isn't enough to catch it all, and cooldowns would be needed for tankbusters anyway. But while this does give an incentive for tank stance it's not especially interesting since it's mainly just "set and forget" at predictable points of a fight, instead of trying to determine when it is and isn't safe to leave based on group enmity.)