The Tank able to double as cover is a cool implementation. I've seen some games having similar feature whereby as long as you're staying at a set distance behind the tank you won't take damage unless its circular AoE(so cone/line AoE, projectiles, melee are all blocked) and also the shield has a fixed maximum blockable dmg. So you either flank, use the proper AoE, special CC or overpower the shield's defenses.
Another skill i'd love Shield bearers to have is a sort of party absorption ability. 50% of the damage taken by allies within 10m of the tank will be transferred to him, the tank will mitigate 50% of that dmg otherwise he'll die too fast. Something of that caliber. The skill has to be "maintained", the tank can freely move and attack however hard CC will "turn off" the skill.
Other abilities may include laying down a 10m diameter protection rune which mitigates 20% dmg for any allies standing on the rune. So knocking/pushing the character out of the rune is crucial.
The game doesn't have solid taunt/aggro system which makes sword and board tanks useless, providing party utility skills is the go to in my opinion. Quite a number of games are ditching the aggro system and replacing it with mitigation & utility system which i feel is a reasonable move. Tanks are still relevant that way.
Last edited by ImariKurumi; 30/09/15 05:29 AM.