Quote Originally Posted by Valkyrie_Lenneth View Post
Caster tanks would still have to be in melee range for the entirety of the fight. You can't have mobs running around willy nilly because you'd drive melee dps up the wall.
That's a given.
Mobs run to you when you aggro them anyway, so I figured it wouldn't be that much of an issue.
I did it mostly for flavor to differentiate this from the rest of the tanks and to make it feel more caster-like. It also removes the need for a kiting/pulling skill because now all your offensive spells can fill that role.