Originally Posted by
Archwizard
If we're at the point of splitting hairs like so, then I think that's more because the Echo makes us exceptional, as canonically those with it can return to a fight after sustaining lethal damage several times over (just look at the Warriors of Darkness encounter in Heavensward, where they revive via the Echo every time you put them down).
Meanwhile all terminology referencing revival from "KO" includes statements like "returns all fallen party members back to life" (Cairn of Return), or straight up calls it Resurrection.
I think it's pretty arbitrary to choose now to limit a job by its tiny pre-existing reference pool, considering FF14's entire MO?
Scholar for instance was never a pet or summon class until 14, and was as much a hybrid caster as Red Mage; Summoner was never focused on DoTs and has more examples of using White Magic while substituting summons in place of attack spells; Dark Knight was frequently an HP-sacrificing damage-dealer through its Darkside ability; Bard and Dancer were support jobs instead of damage-dealers; Gunblade-wielders like Squall and Lightning were JoATs rather than being particularly tanky (and Lightning was even one of the squishiest members of her party, relying on evasion over damage mitigation); and if we take Astrologian as its own entity, it has nothing in common with its Tactics iteration, and much more in common with Time Mage and Gambler.
And yet, here we are, each one of these jobs having scratched out a new identity with 14 as a vehicle.
I understand that you're trying to find an example of Necromancer as being more of a classical damage role, but in terms of gaming it has always been a varied archetype due to the sheer flexibility of "manipulation of life and death" magic. You can very frequently find examples focused on vampirism or siphoning health from enemies, which generally has more utility in the hands of a meatshield tank or a substitute-healer.