So I walk in a PvP battle with my mercenary to tank for a group, but this happens:
Code:
Life 76 Mana 89 Move 88
You quaff a blown-glass bottle of heal.
A warm feeling fills your body.
Someone trips you and you go down!
You are momentarily stunned as you hit the ground hard.
Life 88 Mana 89 Move 88
Now I'm stuck in neutral stance for three rounds, which means I'm going to take more damage and be less effective for the group. All four stances, however, are completely useless, as it is far too easy to set someone in the prone status via bash, trip, and a few other ways. Sure, as a swashbuckler you can waste time using kip up and setting back to whatever stance you lost, but that doesn't stop someone from knocking you out of your stance the very next round and robbing you of whatever bonuses you had. If I have to rate them from least useful to most useful I'd put them as such, defensive -> hedgehog -> wolverine -> aggressive.
Defensive is the worst possible stance to take because when you are knocked prone (you will definitely be knocked prone), you lose all possible advantages of the stance. Hedgehog is slightly behind it, but they're both worthless stances. The tanking game has been dead ever since this change to stances was implemented. Wolverine is only slightly better. And that is because as a swashbuckler you're forced to be front row to have any effect as dps. That means you're always exposed to being knocked prone. If you can get the jump on your enemy then great, you get extra attacks per round against that person, and can possibly outdamage them.
Aggressive, however, has the most advantages as a non-swashbuckler you can utilize weapons with reach, and range to deal damage from behind PCs, and NPCs. It's typically been said that if you're aggressive in the front row that you deserve to die, but now the philosophy is simply to get the jump on your opponent and deal as much damage as possible.
Tanking is dead, and the game has moved to being as aggressive as possible.