PLD had gear that helped out his vit+magic focus. Unless there's plate in FFXIV that gives you bonuses to what a PLD had bonuses to, you'll be stuck mix-and-matching like war/whms did.
Had a natural vit/magic affinity due to PLD being his main (thus his vit+magic stats scaled very well).
He had cure spells and such that were potent enough to be useful, but didn't have to sacrifice vitality or accuracy to attain that for the most part.
He had a natural MP bonus with his main class (PLD) and didnt have to rely on his subclass to have an MP pool.
Had very good defensive abilities, and could 'turtle' style by using them + cures.
War/Whm had warrior gear and used magic accessories to try and make his subclass spells useful, but they weren't.
Depended on whm subclass to get an MP pool, which wasn't enough for anything.
Didn't have magic stats, because his main is WAR (thus his stats scaled poorly for the vit+magic fighting style he wanted). Depended on whm subclass to give him magic stats, which scaled poorly because its only a subjob.
Didn't have the defensive abilities PLD had, obviously.
Could not fight 'turtle' style as a true tank.
etc etc other obvious stuff
I don't disagree with all of what you wrote, but I do disagree with pretty much everything you wrote about gear. So far as we're seeing up to this point, gear is much
more open ended. We have, at this time, no reason to believe that a Gladiator won't be able to get their hands on gear that could augment the magic aspects of their abilities if that's the route they wanted to go down. As well, fully customizable stat allocations mean that if the majority of heavy armor is suited towards melee damage type classes (ie. mostly Str/Dex and little Piety/Mind/Int), then you could adjust your stats at the base level to compensate.
issue surrounding the viability of a Gladiator gone PLD is what the abilities he/she would have to borrow from other classes will lose in the translation.
Also, and not directed at you but not worth making a second post about, please, for the love of Pete
, can we stop talking about Provoke and Taunt like they work identically to Provoke in XI? Provoke in XI was a mainstay tanking ability used to generate enmity, to the point where if someone spiked a huge amount of threat in a short period of time and a mob ran after them, there were lots
of times when Provoke would not pull that mob back. Look at their descriptions for XIV:
Lv10 - Provoke
Gesture threateningly, increasing enmity and temporarily focusing the target's attacks on you.
Cast time 0
Recast time 20
Lv10 - Taunt
Whistle jeeringly, increasing enmity and temporarily focusing the target's attacks on you.
Cast time 0
Recast time 20
Those do not read like abilities you want tanks using every time they're off cooldown as a function of habit. Those read like abilities a tank would use to get a mob back under control that has veered off after another party member. Tanks already get lots of enmity generating options even early in the game and I can assure you, it's only going to be a matter of time before party members start getting a little irritated that they keep dying to strays because your emergency cooldowns are always...on cooldown.
I'm not saying don't use them for threat, I'm suggesting that we stop referring to them exclusively in the sense of how Provoke was used in XI. Not the same game, not the same function.