Basically the idea is to pull with a 3rd character. Do dmg on tanking character one that will be tanking the time. Character 2 uses spells with known CE values to slowly try to get and keep hate back. I'd have to check the enmity page to see which ones I've retested but off the top of my head the easiest to not lose count with that are spammable would probably be threnodies at 20 each (used to be 100) You will probably overshoot so unless character 2 can tank to usually means start over. But now you have a smaller range to work with. Cure 1s for 0 get you the fine to the 1 CE amounts.
VE is a bit harder since you basically have to find TE. And to do that you basically have to pull with character 1 like previous but then load up the tank with a CE you guess will be around the TE of the dmg make sure all the VE decays away and then do dmg. If mob turns then the TE of that was greater or equal to. Then kill the mob and try again until you find the point where it wont turn but 1 more CE on character 1 will make it turn. As you could imagine this part is extremely time consuming.
Keeping in mind all this time to keep level static since mob level changes the modifier. As well as mind your enmity gear, merits and traits. After that it's all math
This is just a base line that I could think of at the time. If Enspells and Lunge were unavailable under Stance #2, then Stance#1 would be seen as a more elemental offensive stance.
Stance#1
Elemental Offense through Lunge and Enspells
High resistance to One Element
Stance#2
No elemental offense
High Resistance to There elements
Semi off topic but can someone please fix the typo in the topic title? It's driving me nuts.
The Katana ideas are great. I think the Gsword is a bit much. I don't think RUN should be given such a large amount of PDT above cap. Giving them an edge against regular DDs should be acceptable, but not nearly as large as approaching a 119 Burtgang.
All of the tanks should be used in specific encounters for their strengths. This is where Square comes in. They need to design varied content to force us to use different strategies and not always jump to PLDs and RNGs every time something new comes out.
A PLD should be able to handle unavoidable (mostly single-target) damage better than any other job.
A NIN should be able to evade better than a THF (put them on even ground, at least) and possible have more Ninjutsu to give them more survivability. Migawari was a great step for NIN.
A RUN should be used when the entire party is going to get ass-raped by unavoidable elemental magic. A geared PLD can eat nukes for breakfast, but his nearby allies are only protected by Rampart for so long. This is where a RUN could/should shine.
Beyond that, you're trying to make RUN something it shouldn't be. Namely, a PLD that uses great swords instead of a sword and shield.
Maybe provide RUN with a trait that enables them to guard or partial parry with a two handed weapon, similar to how parries work in XIV where it's just -26% or whatever so that they have an equivalent to shield blocking.
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NOW FOR THE DUMB PART
I don't know what they would do to the enmity of damage again, but if it didn't get touched: add RUN and GEO mythic weaponskills. then add a property to atonement, kamu(might need some revisions? i don't know ninja), and run's mythic ws that have enmity multipliers while removing the enmity cap?
An alternate idea might be to place a cap on the damage of enmity: eg: anything over 500 damage counts as if it was 500 damage?
That might be hard since the current system doesn't even keep track of different enmity sources.
But yeah I was just about to post maybe some kind of partial parry if full fails
Well all they have to do is turn on guard for great sword! ..and then we just deal with regen 3 lowering our HP by 25%/tick and wildfire dealing water damage for 2 weeks.