Originally Posted by
Carighan
This is more of a problem of dungeon design though, being always:
1 pack of 3-5 mobs
1 pack of 3-5 mobs (which can be pulled on top of the above
1 boss
If it could also be any of:
* 1 single mini-boss replacing a pack. (this alone already rebalanced warrior, this single thing!)
* Just a single pack of two enemies, but each one you kill gets replaced, this lasts for 10 enemies total.
* A gauntlet where enemies never stop spawning and in fact become stronger until you reach the next boss room.
* Mixed packs where some enemies cannot be tanked, or one big enemy that needs to be tanked + 2-3 small ones that cannot.
* etc
This'd automatically make Warrior's selfhealing less auto-default-the-best. It's all just about the dungeon design, not the ability differentiation (if anything FFXIV has WAY too little differences of meaningful impact between jobs of a role, we really don't need more homogenization).