It's more along the lines of "tanks generate threat/aggro/hate through DPS. Abilities supplement that unless the design focuses on ability spam." Between cooldowns and how TP works, PLD abilities lean more to the former than the latter. That's why PLDs in XI had to eventually rely on cure cheat macros to generate aggro, as the design pointed in one direction but gameplay took the job down another. It is also why emphasis by players was in DPS gear with stats like accuracy and +attack (up until -PDT was thrown around like candy, anyways).
And I am staunchly against the whole "let's not invite another healer because we have a PLD in group". Firstly because that will bork encounter design and balance down the road, and make it more difficult on the developer's end when they have to design damage output, mechanics and abilities on multiple party set ups that play very differently. Secondly, it hints groups will start expecting the PLD to pick up the slack, and as I've been mentioning here for a while, if I'm on PLD I'm there to tank, not to do part of the healer's job.
This is dangerously close to niche tanking. You already know how I feel about that, so I'll not repeat myself.They're two distinct tanking styles right now. A WAR's tanking style is based more around generating enmity through it's own (and with Collusion, other's) damage at the cost of less defensive power. A PLD has a much higher enmity ceiling and more survivability post 1.22a but at the cost of less overall DPS from itself.



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