All this talk of lifesteal and job identity got me thinking about some stuff.
What if WAR had it's whole "life-steal" aspect removed and it was instead replaced with "life-boost", essentially swapping one thematic way of achieving self-sustain with another and shifting from the more vampiric style of regaining life from damage dealt to something more akin to self-buffing, sort of like the WAR is amping themselves up to keep going.
- Equilibrium loses the differing effects based on stance and becomes just a straight heal, restoring a % of the WAR's HP total.
- Storm's Path loses it's self-heal aspect and instead shaves off a bit of Equilibrium's recast time, similar to the way IB, FC, etc. work with Infuriate.
- IB and Steel Cyclone no longer restore HP based on damage dealt, but a % of the WAR's total HP with Cyclone restoring a % per target hit up to a max %.
- All % total HP restored abilities/effects would be affected by effects that increase the WAR's total HP amount such as Defiance and ToB.
This would change the way WARs self-sustain feels quite a bit, providing more interplay between it and other WAR abilities and traits, and would reinforce the bursty feel of WAR. In addition to that it could also potentially reign in the ridiculousness of the self-healing from IR Inner Beast/Steel Cyclone spam by having them at set amounts that aren't affected by the DH+Crit aspect of IR.
Then with those changes to WAR, DRK could get more of an emphasis on "lifesteal" by keeping the heal on Soul Eater but removing the Grit requirement, maybe putting a heal on Bloodspiller when used with DA and then potentially giving them an ability that acts as both a DoT and a self-cast regen, maybe even bringing Scourge back for this.
Anyways just some rambling random thoughts that came to me.
Oh and unrelated but it would be nice if all the tank jobs had some sort of passive buff system tied to their gauge similar to the way WAR's can boost their parry or crit, like maybe block and sks for PLD.