My choice (which isn't mentioned) would be "positioning". Even tho you could put that into Boss Control.
Making the boss with their straight line attacks not face the backline and not standing next to the other frontliners because of normal aoes.Stunning every now and then is nice and all but I often just run out of aoes and then back to my position so the boss doesn't move at all.
But, if your party is too stupid to position themselves properly you are mostly blamed for not stunning.
Also, delirious mages who use their Wall spells next to the boss are asking to be hit by the boss' aoe, but you are getting blamed again.
Even if you got aggro 100% of the time and don't need heals.
The positioning thing is really nice xD. I would put it under boss control, also with canceling AOE's but more specifically the dashes. Keep it facing the same direction as well. The way Toram handles auto attacks makes it so you don't lose much DPS by doing this either.
I try to cancel as many AOE's as possible but I do run out of them often. Depending on the boss I will be able to cancel practically every AOE(Flare Volg lolol, poor guy just has lots of HP). So if I'm with a party they usually understand this and just don't even worry about AOE's lol. I'm a Knuckles user not a 1H though but I don't think that makes too much difference in this situation when both are geared but I could be wrong? Knuckles have Flinch, Tumble, and Stun so... Also most of our DPS is from auto attacks so I don't mind just auto attacking sometimes haha.
Mages can very easily use Wall on bosses for the most part. It has an extremely short cast time and all. It also does the most damage out of all the mage skills while also having the lowest cast time. It can be a risk sometimes and for some bosses I don't bother with it though when I play mage.
I'm sorry I didn't make the choices more clear when posting this. The Boss Control option is based off of positioning and the interuption of movement skills and AoE's to keep bosses as still and "docile" as possible. This poll is a consideration of side perks that can be focused on along side your main abilities as a tank.
Positioning as a tank is something that is assumed you control in any build as a tank. How much better you control it is what brought Boss Control to mind.
The Reasoning Behind This Thread.
1.) Main Traits
The assumed main traits of the tank in these choices is that
-They can hold aggro adequately.
If you're build cannot hold aggro for at least 60% (bare minimum on a craptastic day) of the fight. You can't be considered a tank.
-They can survive the boss fight.
It being easy to survive is not a requirement because we'll all face trouble eventually. Being able to survive the boss fight is assumed though.
-Able to influence positioning.
This is all player influenced. You do not need Shield Bash, Bash, Hard Hit, Sonic Wave, Assault, Wall, Moeba Shot or Earth Shaker to influence positioning of a boss. This can be done with aggro and being mindful of where all your teamates are. These skills make you IMMENSELY better at controlling the positioning and skills of bosses and monsters though.
-That the tank is focused on reducing as much damage as possible to their team.
There are plenty of times where players will be out of position. Either do to your bad positioning, their bad positioning, or otherwise. It's going to happen. Mitigation of the damage when this happens is another trait tanks should have to soften the impact of such events. May that be through perfectly controlling the boss or having defensive buffs that make the damage dealt laughable. It is something that should be built in.
2.) Side Perks / Secondary Focuses
After all of that, the choices were focused upon the focuses a tank could have as side perks.
-Defenses
through Aegis/Protection, Gloria, Bless, or other abilities that cover the tanks team.
-Boss Control
through Shield Bash, Bash, tumbles, ect. Your general focus is to be better at controlling bosses or monsters.
-Damage skills
Through whichever skills give you adequate damage while also tanking. This falls into skills such as Astute, Rage Sword, Shell Break, or Bow Skills.
-Self Sustainability
Skills that bulk just your character up for tanking. Ie.) That guy with 5.5k hp, maybe Cleanse, or mini heal/bless and Provoke.
I'm more than certain i'm missing some more options and hybridizations, but I think these four should be adequate as secondary focuses.
As long as you can Stun on time and flinch/tumble in between stun immunity you're fine. Especially since bosses take their sweet time getting up from tumble. The tumble works really well when a boss continously spams. Which makes me feel like knuckles are the ultimate control weapon.
My weapon hierachy comes to this for tanks.
Knuckles are best controlling weapon. I think that Hard Hit has a higher flinch chance than Bash though.
Swords are more well rounded between dps and stopping/controlling power.
Bowgun are interestingly viable and provide some nice damage.
Two Handed Sword and Magic Devices. Very good, but not idiot proof.