I believe that the current Tank stances get the job done, but thats about it. They are lacking the original perks that helped give each job its own gameplay identity, and in terms of gameplay impact, were what separated good tanks from great. The emnity generation buff was a welcome change imo that helps new tanks get used to the role, but the removal of the traits that made those tank stances unique are holding back job gameplay identities. I thought of some basic ideas that could return flavour to the tanks gameplay, but I'm interested to see if any other ideas are floating around out there.
The button bloat issue could be bypassed by having Tank and DPS stances be placed into their own unique buttons on the job gauge, which could function similarly to duty actions. they could sit somewhere to the side of the screen, mappable to any key on the keyboard, customisable by the UI elements, and for controller players the stances would be activated by pressing either L3 or R3 while holding down a trigger, just like duty actions.
EDIT: Only one stance can be active at a time. both stances are OGCD, 10 sec recast. OT stance does not generate emnity. some ideas have been adjusted to allow both MT and OT stances to deal relatively same amount of damage while letting certain tools shine
PLD - shield is defencive stance based on making sheltron/sentinel more useful. sword is dps stance that makes support skills easier to use. Shield swipe introduced as MT skill only, shield bash OT skill only (acquired lv 30)
Shield Oats - lv 10
Generates emnity (lv 10)
block rate +20% (lv 10)
~transforms shield bash into shield swipe, 200 potency 6 sec pacify, 50 gauge, does not break combo. 5 sec recast (lv 30)
~generate 10 oath gauge each time you block an attack during sentinel (lv 45)
~divine veil can proc off of any healing "ability", not just spell (lv 66)
~Generate 10 oath gauge when blocking under passage of arms (lv 70, max 50 gauge)
~Holy circle generates 10 gauge when used (lv 72)
~lowers cost of sheltron and shield swipe to 30 gauge (lv 74)
Sword Oats - lv 30 (unlocked via job stone acquisition)
shield bash, 200 potency 6 sec stun. cost 50 gauge to use, does not break combo. 5 sec recast (lv 30)
~spells cast by PLD no longer break combo (lv 58)
~lowers cost of cover to 30 gauge (lv 62)
~holy spirit generates 10 oath gauge when used (lv 64)
~lowers cost of intervention and shield bash to 30 gauge (lv 74)
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WAR - basically a lot of hp regen due to no passive def bonuses. deliverance helps build more beast gauge. ideally you wanna switch to defiance during high healing moments or deliverance for certain burst windows.
Defiance - lv 10
generate emnity (lv 10)
30% base HP boost (lv 10)
20% self recovery boost (lv 10)
~adds 20% bloodbath effect to all attacks while under vengeance or berserker. (Lv 30)
~all attacks generate 5 beast gauge under berserker (lv 45, max 50 units. generates 10 units, max 100 after lv 62)
~restores 20% of damage dealt from all beast gauge attacks (lv 52. Increased to 35% at lv 64, 50% at lv 76)
Deliverance - lv 30 (acquired with job stone, similar to PLD)
~transforms storms path into butchers block, grants 10% skillspeed for 30 secs (lv 30)
~all attacks generate 5 beast gauge while under infuriate (lv 54, max 50 units. generates 10 units, max 100 after lv 72)
~allows you to target other party members for thrill of battle (lv 56, only 50% effective. boosted to 100% at lv 76)
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DRK - grit helps maximise hp regen while keeping mana regen ticks, darkside boosts mp regen while removing mana ticks. flood and blood weapon moved to lv 30, edge lv 35, stalwart lv 40. both edge and flood would share potencies and would have to be lowered to adjust for more mp building. flood/edge/abyss drain each cost 3k mana. tbn would still grant free edge/flood/abyss casts via dark arts proc.
Grit - lv 10
increase emnity (lv 10)
increase magic defence 20% (lv 10)
~allows BW to regenerate 5% health per attack (lv 30)
~adds blood price effect to Shadow Wall (max 1500 MP at lv 45. up to 25 blood lv 66. 3000 mp and 50 blood at lv 74)
~grants walking dead 30% healing received increase (lv 50)
~transforms edge of darkness into abyss drain, same potency but with high single target hp restoration effect (lv 56)
~quietus now restores 200mp per enemy (lv 64)
Darkside - lv 30
~transforms Souleater into Power Slash (lv 30, applies mana leech effect that restores 1000 mp over 30 seconds)
~extends Blood Weapon duration from 10s to 15s (lv 45)
~allows you to target other party members for Dark Mind (lv 54)
~doubles mana regen from Blood Weapon, Syphon Strike, Stalwart Soul, and Carve and Spit (lv 60, always active. from 600 to 1200mp)
~allows bloodspiller to restore 1000mp (lv 76)
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GNB - Defencive stance helps buff defences, dps stance helps with utility. tbh I can't think of any other way to make this job feel more tanky than to introduce arbitrary powder gauge costs to its utility, so a max of 3 cartridges was needed, up to a max of 6 at lv 80. This meant that heart of stone and aurora needed to cost 2 cartridges.
Royal Guard - lv 10
generates emnity (lv 10)
Parry rate + 30% (lv 10)
~each time an attack is parried under camouflage or nebula, generates 1 cartridge
(max 3 at lv 30. 4 at lv 52, 5 at lv 66, 6 at lv 80)
~Aurora cooldown reduced from 60s to 30s (lv 52)
~Heart of stone cost 1 cartridge to use, 15s cooldown (lv 68)
~Aurora costs 1 cartridge (lv 78)
Trickster - lv 30 (Yes name is a blatant DMC ripoff, but isnt the Tank stance that too?)
~blasting zone now generates a cartridge (lv 30)
~can target other party members for camoflauge (lv 52)
~sonic break now generates 1 cartridge (lv 60)
~heart of stone and aurora cost 4 cartridges, but have 1 sec recast (lv 68)
~each successful part of continuation combo shortens cooldown of bloodfest by 5 secs (lv 76)
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Let me know if you guys have any ideas of your own, or if you think my ideas are too blatantly OP. I tried to keep most of the potencies in line with each other by transforming skills I believe to be more on the tank side into skills that are more on the dps side. who knows if any of these ideas are balanced though. most of these passive effects would have to be unlocked via traits received with the corresponding skills of course. I think that skill transformation has the potential to solve button bloat + introduce skills that would be balanced by being only active on MT or OT stances. what do you guys think?