Quote Originally Posted by Renathras View Post
-AST is a Healer, though its primary gauge is buff related. You can say those buffs relate to damage, but as people constantly say, they preferred when the buffs WEREN'T that, so I don't think that's a solid position. WAR/DRK/GNB aren't Healers. As someone said in that thread Ty posted in the Tank section, the difference is that Tanks' job is related to damage (damage builds agro, and AT LEAST IN THEORY, a Tank's job is building agro). While it's true they could just make abilities that generate agro, they did that before and the playerbase just did weird things. Besides, there is a class that has "damage turns into healing". It's called SGE.

-Again, what is the point of ED even existing in your proposal? It's just MORE CLUNK (the thing we need less of with SCH, not more) to give SCH a more damage focus.

- Your "quite a banger of a job" is literally current WHM with Aero 3. That's the only difference.
Just gonna focus on these bits

- My point is that, despite being 'not a DPS class', these jobs listed have gauges entirely dedicated to 'deal damage'. Trying to go 'yeh but' with the reasoning that 'it doesnt count for tanks because they're not healers' is comically flimsy. I even said, sarcastically, that 'the 'damage generates threat' argument' is not gonna cut it, because threat no longer exists as a mechanic we play around due to the sheer power of tankstance multipliers but you went for it anyway

- It gives options? You might find it hard to believe, but the choice between 'dump all EDs in raidbuffs for marginal damage gain' versus 'hold onto some EDs, to use as a weave after a Ruin2 to recoup the potency lost due to movement' is not 'clunk' to some people. Might be to you, but I'd call half of what you consider 'fun engaging gameplay' to be clunky as hell, too

- Having an extra button, even if it's only pressed a couple of times per minute, still has an effect on how the class feels to play. A3 got used in AOE pulls too, filling that dead GCD you have where the Holy stun lasts 4s but your next cast overwrites 1.5s of that stun, and iirc had a cast time equal to the GCD, meaning it put a constraint on mobility unless swiftcasted, which you won't have for all of them, which adds depth (or clunk, as you call it). Though knowing SE they'd reduce that to 1.5s too