Dark Missionary shows about as much creativity its design as the position. It should have taken them all of two seconds to design something that would match DRK thematically. Runic would have been a fantastic choice for bringing in some of that series nostalgia that they were looking for. Absorb some damage on the next raidwide, and steal some MP back. Throw in the classic FF6 animation for extra nostalgia points. The other alternative would be to just debuff the target. Remember Salt and Earth, on its 90 second recast? Could that not just as easily have added a damage down debuff to affected mobs, much like Shadow Flare used to do with Slow?

What I'm really looking for on tanks, though, is for them to come up with some thematic consistency outside of saying: here is your lifesteal button, here is your shield button, here is your damage reduction button, and so on on every tank. If I play a game like, say, Overwatch, and pick up any tank, they all feel quite distinct from each other. Zarya is the bubble shield tank. I'm not going to go on to Reinhardt and start deploying bubbles just because that's a 'tank' thing to do. You can easily design a tank where every defensive move is tied to bubbles and make it a unique job feature. Likewise, how easy would it be to design the Oath gauge such that none of your defensives had timed recasts, but your shield resource simply dropped off as you took hits until it broke? Could you not have a self-healing tank where big self heals were the job's main (and unique) defensive feature? It feels like because they mix and match aesthetics, and they're so keen to give every job 'their version' of the same actions, the gameplay of tank jobs feels more bland and less varied.