@ Evarista
I disagree with the rule that clerics become the worst tankers ever.
The best clankers are the clanks that do not insist on tanking, but are up to the challenge if they are needed. And I have to say, I have met some amazing, amazing clankers that I'm sure NO OTHER CLASS would be able to beat. Not even fighters, the natural tanking class.
These amazing clankers can also keep aggro very well - otherwise they wouldn't be clankers. I don't know how they do it myself, but it's amazing to see a cleric be able to handle 1987236782 mobs without dying.
If you need examples, an example from abyss would be a cleric named Amis. I don't know if she plays anymore, but she is one amazing cleric. Level 51 in the 5x abyss, she went around with our three-member party (consisting of me, Amis, and a mage) and tanked nothing below seventy to eighty abyss mobs. She could heal me efficiently (I was back up tank), heal the mage (who was squishy and was drawing aggro x-x) AND keep herself alive.
An example from KQ would be Blaaaahs. I'm not recommending her from being guildies, but from the truly amazing tanker she is. Here's a model of a clank who wouldn't insist on tanking, but would gladly accept the role of tanking and would tank WELL.
I don't think damage means everything in a mob's aggro. It's taken that highest damage = most aggro therefore = tanker, but then why do mobs stick to clerics like glue sometimes? I'm not sure how they do it, but clankers are really amazing rulebenders when it comes to tanking. With the lowest damage and least offensive skills, they can still handle blahblahblah mob(s) on them while keeping their party members alive.
I agree that clerics are made to heal, but there are clerics who actually come BEYOND just healing. They have the ability to multi-task and awe their friends and party members, so why should they stop at just healing?
>note
But I do agree with you on most of your post content XD Just that some clerics are exceptions.