Which is why this statement is so egregiously wrong - or rather, it's ONLY correct if you throw away 60k+ healing from recuperate. With recups, healer junction maths out to about 61.5 <Base> + 1.2 <NM> * ((15 * 4) <Recup> + 9 <Gnashing> + 24 <Aurora>) = 173k eHP, and tank junction maths out to (61.5 <Base> + 1.2 <NM> * ((15 * 4) <Recup> + 15 <Gnashing>)) / 0.8 (Nebula) = 189k eHP. And of course, once you consider any practical gameplay the scales tilt even further in Tank junction's favor - because Nebula reduces incoming damage, it's easier for GNB to stay in the fight to get full value out of recup and finish the full gnashing combo - while healer junction will often struggle to even get full value out of the full 12s Aurora regen without keeling over and dying to burst. Top this off with the fact that any external healing the GNB gets is also amplified by Nebula - why is this class not the tankiest class in the game with Tank junction?Fun fact--the math states that GNB actually has more effective health in Junction Healer than in Junction Tank.
There's a really awkward attempt to quantify the value of any given cooldown based almost purely on numbers. And that's fine, except if you try to use this rubric to create a rating list and rate classes on that scale because it's nonsense that ends up putting classes with 0CC (DRG) on the same level as a class with a stun and a snare (SAM). And it's also fine except if your math literally doesn't work and claims that PLD has more burst than BRD. And it's also fine except if you fail to properly quantify how classes interact with both your teammates and the enemies, fail to properly quantify average case scenarios for a given game state, and fail to properly understand that value does not scale linearly with numbers. Which your tier list more or less fails to do in like half the jobs it grades.

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