
Originally Posted by
Symon17
Those differences can exist in damage rotations, but non dps roles typically have simpler damage rotations because they can't just dps and dodge mechanics. A DPS goes into an encounter really only caring about performing their rotation properly while not dying. Tanks and healers still have to do this, but tanks need to manage skills and cooldowns in order to survive heavier hits, establish and maintain the most enmity, and swap for some fights. Likewise, healers have to heal through consistent party-wide damage while keeping everyone in good shape, throw out raises, and manage mp a little more than most. These things may not be necessary in every fight, but every tank and healer added has to have the ability to do these things.
That leads to every tank and healer first being designed to perform in that way. They do have differences in the ways they push dps while doing those things, but they share a "core" in a way that DPS jobs don't. That can be further seen in they way they implemented DRK and AST. Those jobs kinda felt like they started with a PLD and WHM base, then built up from there.
By comparison, when a DPS is added the only real requirement is to push damage at the same rate as others. Any defensive, healing, or utility skills included are totally optional and can be added in different ways and amounts to make them even more unique.
I don't say any of this to mean it's impossible to create something new for tanks and healers. It just seems to me that it's not a 1 to 1 comparison, and it is a bit harder to properly do. This seems especially true in a game like FFXIV, where combat is pretty inflexible (This encounter needs to play out exactly like this or everyone dies), and class design doesn't deviate much from traditional fantasy archetypes (Tanks are "warriors", mages wear dresses, etc.).