Originally Posted by
Shurrikhan
That all being said, I do think tanks should tend to have less flat sustain (and, especially, flat healing) than they currently do, not because 'healing should belong only to healers', but simply because flat healing is, in itself, a less interesting and less iconic form of sustain than the likes of percentile mitigation. We want tanks to be preemptive and to reward fight knowledge. Simply taking the hit and then healing up some time before the next would-be lethal blow is not that, and since we want to keep tanks roughly in balance with each other and on an even keel with the other roles, the more sustain that is managed through dull means means the duller the kit is likely to be.
Now, for a couple kits we might be able to introduce mechanically-involved job traits that can actually make that self-healing interesting, and that'd be neat to see where thematically appropriate. But that interest should be the point, too, alongside balance. The kit needs to not be absurdly easier to get its near-maximal value out of than others, and it needs to be fun.