Quote Originally Posted by Kabooa View Post
-The tank who can't go down
-The tank who can't be hit
-The tank who doesn't flinch
Those seem an ideal trio. Tenacity was immediately what came to mind for me, as well, for "Can't go down", and Instinct seems perfect for the "Can't be Hit" stat.

And agreed as to Retributive abilities, except insofar as they generate roughly the same (counter)offensive outputs and don't step on the toes of the true offensive stats. (At that point, it seems fine to include that in any of the three tank fantasies, and perhaps even in varying portions or with slightly varying improvements to the particular job's core fantasy; Warrior, for instance, may feel like it gets the most output (though really just the most burst output or epic moments) out of the "Can't go down" stat because it synergizes with its big hits taken and big recovery blows gameplay, while DRK and its counteroffensive toolkit may cycle between feeling most "in its element" under the "can't be hit" and "doesn't flinch" stats.)

That said, how do we cover the "Doesn't flinch" part? I proposed something similar before, called Steadfast, but I've no idea how exactly you want this stat to fit alongside the others, and don't want to again spill my thoughts onto your floor and then call you out when I slip; I'll try to keep such ridiculous errors to once per thread.

If I had to take a guess, that seems like something where blows would normally inflict a cost to offensive and defensive capacities, but you the stat reduces the scaling on those penalties. Would something like that fit well with how you feel dodge, parry, and block would work, for instance? Curious to know, if/when sleep gives you a clearer picture.