While I've said this many times before, I feel 5.0 is the best iteration of "tanking" to allow this. (Not to be confused with "caster tank")
To make this easier to follow, I'm going to reference DNC.
This new "tank" partners with another person (just so happens, DNC was given such a mechanic in 5.0)
But unlike DNC, its locked to DPS jobs only. (With no effect on Tank/Healer roles)
Unlike DNC, there are 2 possible buffs to use for "partnering".
Similar to AST with its sects, you pick one, and the partner, only 1 can be active, and u cant change it once the fight starts.
They both add: Massive Threat added to all actions the target does, and -20% damage taken.
Depending on which one you pick, they can either:
(1) Remove all positional requirements, and raise defense/HP based on YOUR defense/HP.
(2) Prevent interruptions from damage taken, and raise def/HP based on YOUR stats, by a bit more than the other stance. EDIT: forgot to add "Some AoE spells only have a 0.5s cast time. (not the GCD, and Flare might only be reduced to 2.5s which is a DPS increase still)
Death does not remove the buff for either of you.
Im sure you're seeing where this is going.
You turn someone else into the tank.
For 4 man dungeons, turning a caster into a tank is more than fine.
For 8 man content, this makes it a bit trickier, better off picking the melee DPS. (but should be possible)
When partnered, any mitigation buffs you apply to yourself, instead apply to your partner. (it also never actually applies to you while partnered)
Rampart/Sheltron/Sentinel equivalents, all go to your partner. (doesnt require a target)
While partnered, the effect of provoke directs the threat increase to your partner, instead of yourself.
(Shirk remains the same)
EDIT: forgot to mention invulnerability. Your partners HP can no longer go below your current HP while under the effect. (If you die, then they can die. If you're at 2,436 hp, then they cant drop below 2,436)
EDIT: I had this in mind, but don't want people to actually see this, until after they have an opinion on the job first. So only highlight if you have thought about it already. (I cant figure out how to use spoilers since [SPOILER] doesnt work.) >Like DNC, the partner buff also raises their personal DPS a tiny bit. Lets say 2%-5%. This of course means the personal DPS of the new tank job would be less to make up for it. But this is to encourage DPS to want to volunteer for the role, since their DPS would be going up.<
This was technically possible for 2.0-4.0, but had a few hurdles to deal with, regarding tank stances. But with the changes, this is all but too easy to implement now.
I know we will never get another tank ever again, but this is a decent middle ground for SE. People who want the quicker queues of tanks, but want to feel like they are playing a DPS can role this tank.
This is of course the main gimmick, this doesnt include what playstyle the job would be given.
(Even with the gimmick, this is nearly a copy of what tanks already do.)
I'm sure more people would absolutely HATE being a DPS in a group, and being stuck as the partner in a 4man dungeon.
But I find that unexpected turn rather exciting personally. Sometimes i WISH I was tanking, when im leveling a DPS, just due to issues with my current tank.
What does everyone else think? Would you hate being on the receiving end too much to like this job?
(Personally I'd imagine quite a few DPS players switching to this job, just so they are guaranteed not to be the one pulling. Making DPS queues a lot shorter haha.)