While tanks in the game in Shadowbringers have probably all been at their most balanced and viable in all raid encounters as they have ever been. I feel like a lot of people can agree that from a mitigation standpoint, things are all starting to feel very much the same and the homogenization between the jobs is really starting to become apparent.
So I thought maybe the community could brainstorm some potential styles of mitigation that could at the end of the day be easily balance, while still providing unique playstyles separate from each other...
I'll start off with some suggestions, but for the most part I don't plan on getting too specific on percentages and potencies. More or less I just want to get ideas out there for tank playstyles that would fit the class fantasy of each tank best.
My first thought is to break all the tanks into two categories and base their mitigation off their category. Tanks with heavy OGCD (Gunbreaker & Dark Knight) and tanks with fewer OGCD (Paladin & Warrior). Due to weaving mitigation in with your normal DPS rotation being such a major factor, I think a lot of people might agree that the tanks with a heavy amount of OGCDs in their rotation should not be having to rely much on using 2 cooldowns at a time due to their kit already being so busy. While PLD and WAR have much more flexibility to have opportunities to double weave in their mitigation. If SE made no changes to tanks other than follow this approach I think a lot of the gripes with clipping on tanks would be solved.
Paladin
Paladin's class fantasy has always been the tank who can cure, and the tank who steps between the party and danger. So I think POA is a great class fantasy skill while Clemency is lacking since it is almost never used. Making clemency an OGCD insta cure (perhaps with charges) would not only play into class identity more but also give PLDs a chance to double weave the cure in with Divine Veil, allowing them to proc their own veil and relying less on other group members. In fact Veil could also be turned into a healing skill or a weaker shield + heal to lean more into Paladin's healing identity. Intervention while obviously a strong skill in its incoming version could lean more into the Paladin identity by instead sharing the damage with the target (which I realize could be an OP type skill but could be more or less adjusted with percentage values).
Warrior
Warrior has always been the stand your ground and heal via damage tank. I think the self-healing via damage is covered well already. However, I think the warriors self mitigation tools should be different as in they are longer cooldowns with small percentage of mitigation that then increase the percentage of mitigation greatly towards the end of its duration. Essentially rewarding warriors who know in advance when upcoming tank busters are. And for anyone suggesting this may be too difficult, Earthy Star already exists.
Dark Knight
Outside of TBN I feel like Dark Knight would be the master of pain redirection by turning damage into beneficial effects. Sorta like how TBN is now, but unlinking it from their damage output is key. Dark Knight are also the yang to Paladin so a damage proc'd group shield would be a great form of mitigation highlighting their opposition. Also, a lot of people want Salted Earth gone... but I think we could save it. First of all remove all potency from it, add on a percentage of mitigation when standing inside the bubble. Then turn Salt & Darkness into a short mitigation boost or a heal in order to play on the bonus for proper timing route SE is taking. Finally to make TBN in line with the newer tank skills and give it synergy with Living Dead.... instead of proc'ing Dark Arts, have it proc a HOT or heal that can help cure out of living dead. I know it goes against my initial statements of Dark Knight needing less double weaving mitigation skills but this is better than nothing at this point.
Gunbreaker
Honestly I am pretty dry on ideas on how to approach the Gunbreaker class identity via mitigation but I am curious to hear what others suggest.
Other Mitigation Styles
Debuff Mitigation - Drop users max hp temporarily but provide massive mitigation boosts.
Proximity Mitigation - Provide buffs to single party members or whole party based on different ways of positioning and distance. (ie 15% witin 6 yalms, 10% within 10 yalms, 5% within 20 yalms)
Sharable Damage - Sharing damage with a party member or applying a percentage of party wide damage to self (with mitigation).
Dome Mitigation - Just like healer bubble but for tanks. Could play with different effects like mitigation percentage divided between players inside the bubble. (ie 20% for 1 player, 15% if 2, 10% 3 and up).
Spread-able Mitigation - Being able to take a tank buster and spread the damage amongst other players or whole party.
Anyways, I wrote a ton more than I originally planned on but I think you get the idea I was aiming for. I am sure plenty of what I listed will get criticized but overall I just wanted to get fresh ideas out there and get a conversation started. There are tons of ways SE could make tanks play differently and still manage to keep them on equal grounds. I am curious to see what other styles people here come up with.