From what I have seen, emnity in 14 is a little different than the way that people are explaining it.
It appears (and this appeared the same in 1.0) to be a fixed value for the mob. The boost that is seen from first aggro is that 100% is moved to the person who initiates combat.
From that point on, the points are striped from the party to move to whoever is drawing hate (triggering an action).
So, when a mob aggros, no emnity is given. Once an action is triggered against the mob (which includes actions related to a person on the mob hate list) emnity is allocated.
By working off of this, As a tank, in 1.0, since combat was slower, it was easy to time emnity spike moves to be immediately after another party member performed a spike move. As a result, the person who triggered the first move would pull emnity from every other player to them, including me, I would then follow it up, and pull emnity from all other players, including the one that took some from me. As a result, they could climb on the emnity tree, but would not out-pace me.
With the faster combat, this is no longer possible. However, by using Cover (which is an action against the player on the hate list) or even buff actions (which don't use GCD), I can time a healthy spike of emnity. Flash itself is not good for immediate regain. However, Provoke is. If you time provoke after your first weaponskill, but before your emnity skill chain, you can get a very healthy spike. Also, you can (and it will not necessarily make your mages happy) use Convalescence to increase cure potency. This will cause mage actions to be more effective against you, therefore help balance emnity.
The only problem with that last bit is, if you are fighting several mobs, doing that will typically negate the effect of your flash (or hinder it greatly), as mobs you are only holding by flash and sword of scion will build up hate faster on your healer.
Now, am I saying any of this is 100% accurate? No. This is simply what I have observed, and I am posting it for those who like to analyze data to have a different perspective to look at.
This has worked for me, and I tend to be very good at holding hate (with the exception of DDs that actually want hate, and in that case, there is no tank build that can truly effectively stop them from doing that against multiple mobs, or even at the start of a fight, or worse, if they start kiting the mob and continuing to hold hate... I have had a few of those).
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