It seems that I'm the designated guild tank. Which is probably a good thing, since Emei is a suitable class for it, and I have years of WoW raiding experience. Some mechanics translate well, others do not.
Doing our Shen Family runs last night I observed some things that generally made life more difficult. Granted, it was an easy challenge, soloable even, so we were never really in any danger of failing. That will not always be true, however, and it will help us in the long run to establish good habits in easy material so that we already know what to do once we reach the more difficult material.
Now, everyone please bear with me. Again, this is a different game, with different tools. My age of wushu tanking experience is limited. The guidelines might be subject to change, but we'll learn as we go. Consider this post a work in progress.
What a tank does
My job is mostly to be a great big target with a flashing neon sign on my head that says HIT ME! Unfortunately, age of wushu appears to have no taunt mechanic, no third party meters, and so far as I can tell,the AI does not which makes this far more difficult to do than it is in WoW, where any time a boss aggros on one of you I'd be able to simply push a button and have him back on me. This is something we'll need to experiment with, and it's entirely likely from what I've seen, that late game "tanking" here will take the form of me standing nowhere in particular not even engaging the boss, applying damage mitigation and healing effects. Time will tell.
Area of Effect damage
Age of wushu has a lot of AoE. For some classes, AoE is the majority of their damage. The way this work is, you have an attack that does a certin amount of AoE damage, let's say 100...that means if you're standing with one target in range and use it, you'll do 100 damage. If you have two targets in range and use it, you'll do 200 damage. If you have 20 targets standing round you, you'll do 2000 damage. Once targets are in range, it really doesn't matter if you're hitting one or a dozen, you can kill them all in the same amount of time.
Remeber this.
Pulling
The tank will pull. Not you. Your job is kill things. The tank's job is not merely to take the beating for you, but more importantly to control the flow and positioning of battle. Given that AoE is such large potion of our damage, in most cases, ultimately what we want to happen is to have everyone and everything stacked up in a big pile on top of each other, and not split up into multiple group or spread out in areas with each of us fighting 2-3 enemies out of each others AoE range.
The easiest way to do this is to...
Wait. No really, wait
If I charge in and begin gathering up enemies, and then one of you gets impatient and starts attacking them, they will have a tendancy to ignore me running away from them and start fighting you. This is not helpful. Remember, if all opponents are gathered up on top of each other, and the entire party also stacks on top of the group and spams AoE, they will die very quickly. If you pull one enemy off of me, you're probably not going to be able to kill it as quicky as the entire party together. And even worse, if you pull several off, that splits the enemies in multiple group that then have to be AoEd down separately. By attacking early, you make the fight take longer.
Knockback effects
Many of us have knockback abilities. Abilities that when used, move a target around. This is obviously unhelpful in some cases. For example, if we have a group of opponents stacks in AoE range and you knock one out, that means that one opponent is not taking damage. And if the entire party is using knockback abilities, this means that individual enemies are constantly being pushed out of range for the stacked AoE of everyone in the party. This is, again not helpful. The extra damage you do with your single knockback effect is probably less than than the damage done my the entire rest of the party's AoE hitting that target..
On a boss fight in particular, probably all of you have been in the situation where everyone is knocking the boss around, forcing you to constantly reposition yourself.
So, everybody...you have a pve rotation where you knock opponents around left and right. That's fine. In a group setting, you'll need to have an alternate rotation without your knockback abilities. Maybe this means that you do less damage. That's ok. You doing less damage is better than the entire party doing less damage because the boss is constantly being pushed out of their attack range.
Now, admittedly, if everyone in the party is not using their knockback abilities, this means that everyone is doing less damage. We'll have to experiment to see whether this is better or worse than the damage lost from people having to constantly reposition. However, based on experiene in other MMOs, it is extremely likely that later content will have situations where controlling the location of the boss is very important. For example there may be cases where a boss gets healed depending on where he stands. Or maybe there will be multiple-boss fights where the two bosses heal each other if they get close to each other. Maybe we don't have to worry about these things now, but it's very likely that we will later. So, learn a no-knockback rotation now so that if and when it becomes absolutely crucial, you'll already be familiar with it.
Boss resets
Finally, as a standard method of preventing players from abusing positioning, bosses that lose pathing to their target will reset. This is terribly annoying, and something we very much want to avoid. As the tank, it's my job to decide where the boss goes, and where we will fight him. As mentioned, I have no taunt, so my ability to control this is limited. You, therefore, need to help make my life easier by letting me position the boss.
Obvious example, if I grab the boss then run off into an open courtyard and sit there and wait...I am deliberately pulling the boss into that open courtyard because there are no obstacles for him or us to get stuck on that might lead to a reset.
When you see this, do not go attack the boss. Wait. Do nothing. Don't engage the boss until he's on me. In fact, if you want to wait a couple seconds, that might be helpful. We're still figuring out the aggro mechanics, but based on other games giving tank time alone on the boss is likely to make the boss more likely to stay on the tank. Which is a good thing.