Most people know how the enmity system is calculated for FFXI. While it was advanced for its time, I like to see a different system used for FFXIV. I'll try to keep it simple for those that don't understand how enmity in FFXI worked.
One of the biggest problems in FFXI is how easy it is to overcome the hate cap via damage. This applies to everything including zergs. A PLD could Invincible and spam every ability they have and they won't hold hate. Luckily the crutch of FFXI is Chainspell Stun. My suggestion to overcome this problem to reduce the enmity acquired by damage by half or less. Abilities such as Souleater, Warcry, Boost, etc should always generate more hate than the actual damage. That's how you'll keep the DD's in check. More on this below.
The only tank announced for FFXIV so far is Gladiator. If you're familiar with this class, you'll know Gladiator is basically a PLD/WAR hybrid. The defense of a PLD and offense of a WAR. Gladiator is known to have a Provoke ability from FFV. I'm not sure, but I don't think Gladiator will have MP to cure themselves. In every FF game so far, the closest thing to magic was en-spell like abilities in games like FFT Advance.
The tank aspect looks to be a lot more involved. It appears you can manually block with your shield. This line of reasoning leads me to believe that Gladiator will tank by spamming offensive and defensive abilities while blocking and doing damage with weapons. Abilities like Provoke will pull hate away from any target regardless of built up hate. However, I believe Provoke will be lessened if you augment it by equipping on another class.
Any thoughts how enmity will work in FFXIV? You believe it will be the same system or similar to FFXI?
Gladiator abilities from previous games. If you cross checked classes in FFXI, you'll realize how much SE pulls from the FF universe cannon.
FFXII Revenant Wings
Attack Basic - Deal melee damage to one foe.
Pummel Deal damage to one foe with three successive hits.
Warcry Inflict Disable on all foes in range.
Frenetic Rage Lower user's Stamina to increase Strength.
Iron Will Lower user's Strength to increase Stamina.
Cold Blood Consume HP to deal damage to one foe.
Raid Passive - Increases Strength of group's attacks at the cost of Defense.
Lure: A provoke ability
Finisher: Attack a mob's weak point for massive damage
Long range: Attack mobs further back for full damage
Bladeblitz: Attack all enemies
Rush Sweep Blade Damages and knocks back target.
Wild Swing Ogun Blade Damages surrounding units.
Beatdown Shadow Blade Double damage, half Accuracy.
Blitz Sun Blade Half damage, double Accuracy.
Fire Sword Flametongue Fire damage.
Bolt Sword Air Blade Lightning damage.
Ice Sword Ice Brand Ice damage.
Ultima Sword Materia Blade Triple Damage Attack.
Strikeback Wygar Prevents a standard "Fight" attack (from within range of the unit's own weapon) and counters.
Edited, Jan 3rd 2010 5:47pm by ShadowedgeFFXI