Quote Originally Posted by Reynhart View Post
That's why I'd love to have one job (Just one) whose turtle tanking abilities would so drastically reduce the need for healing that healers could do significantly more DPS than when they would take care of aggressive tanks. To the point where the healers' increased damage output would balance with the turtle tank reduced one.

It could be either by personal higher mitigation when main tanking, or high protective abilities when off-tanking.
Sure, as long as they could consistently produce the same output, which will only ever be reduction of clear time (i.e., which until a fight is about, say, topping off the health of a wounded dragon, will only ever be rDPS), and scale as well as anyone else.

I honestly want this. But I worry about what it could force in design, such as requiring the turtle tank to clear at x gear levels, not because it allows more healer DPS at equal cost to its own, but because no other tank has that eHP.

The most likely solution would be quite simply a (self) healer-tank, thereby one that provides the same free healer time and healer-like gear scaling, but without monstrous eHP. But SE purged that concept in 2.1.