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What FFXIV Marauder and Gladiator need to do?

Marauder interviews
Marauder is a Disciple of War class that specializes in greataxes. The Marauder's Guild is located in the marine city of Limsa Lominsa. If you choose marauder as your first class, you will start off in the city of Limsa Lominsa. The Marauder can acquire the job Warrior at level 30 if he or she also has level 15 in the gladiator class.

Gladiator interviews
Gladiator is a Disciple of War class that specializes in swords and shields. With swords in their main hands and shields in their offhands, gladiators draw the attention of enemies and protect their allies from harm. The Gladiator's Guild is in the desert city of Ul'dah. If you choose gladiator as your first class, you will start off in the city of Ul'dah. At level 30, gladiator can acquire the job Paladin if he or she also has level 15 in the conjurer class.

It applies the "Tank stance" to a "DPS" classified job. (Can not work on healers or tanks)
While this job plays the role of a DPS instead!

The tank stance does as follows;
*Raises mitigation. (chainmail gets the least increase in passive mitigation, then leather, and cloth gets the most)

*Raises threat generated. (passively to everything, but adds a massive amount of threat to all AoE skills, adds increasing threat modifier to consecutive combos, and starts over after the 3rd hit of a WS that has been comboed. Applies a large threat boost to the 3rd spell cast, or WS Cast by phsyical ranged)

*Removes Restrictions. (Positionals work from all sides. Spells cant be interrupted by damage. Possible RDM distance requirements are no longer required)

*All damage dealt is lowered. (So as to balance the increased dmg you will be doing.)

*All movement speed increases have no effect while under this unremovable buff. (This includes sprint! No mage sprinting while tanking. Except you may actually give them a buff of your own, which increases their movement speed at the cost of your own sprint CD.)

*All ranged abilities are now maxed at 15yalms, except those off the GCD, which are now limited to 10 yalms.

*When you use Mitigation buffs on the person with this stance, you gain offensive buffs at the same time.

Obviously they cant use provoke for tank swaps, so instead, you will have an ability that cuts the threat of a target by 50%, and applies that threat to the current "stance holder".

This makes tank swaps semi more risky, due to not having 1 point of threat over them, and if the tank dies, there wont be enough of a threat lead, to catch back up quickly. So mistakes are much more punishing!

If you die, the "Stance holder" doesnt lose their tank stance and you need more ffxiv gil now. They do lose it if they die.

You can remove the stance from them, but it shares the same CD as the stance itself.

When the stance is removed, you lose a chunk of your dmg, as your offensive CDs cant be used w/o giving someone else mitigation. (Who has the stance on them)
This should make your DPS equivalent of a WAR off tanking.

Now, give it some popular job like Mystic Knight, with Stasis Sword techniques, and watch the queues fill up with tanks, and the DPS players realize they may be forced into tanking as their DPS, maybe even quitting their DPS or going to PotD instead, to prevent being forced into the tank role by these new "tank" jobs.

Why would anyone want that? Groups that need a tank don't want a DPS taking the spot that can't tank. DPS don't want to be forced into the tank roll by some stance forced on them by someone taking the tank slot that doesn't want to tank. Having non-tanks filling the tank role would act as a disincentive to real tanks, who enjoy short queues and 'in need' bonuses. You'd end up with less real tanks! Parties would wipe constantly because players that don't know how to tank would get forced into the 'stance'. It's just bad for everyone all the way around.

The reason more people don't tank is that some players prefer healing, some players prefer maximizing DPS, and some players just want less responsibility. You can change the balance by incentivizing the role more... say boosting the in-need bonuses or giving tanks fun new toys. A new tank job would have helped out there.

Here's a better, more direct way to get more tanks (or whatever is needed): Allow in-need roles to exceed the tomestone cap by a fixed amount. Capped out on your 450? Join DF in the role needed to exceed the cap up to another 200 or so! Then watch those ques balance out, with DPS shifting to raids and tanks/healers joining 4/8 mans to get their 650 for the week!

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