
 Originally Posted by 
Shurrikhan
					
				 
				Just to be clear, do we really mean to limit all self-sustain in that way? (And by sustain do you mean everything that sustains you --increases current or current and maximum eHP-- or solely healing / healing+barriers?)
If tanks didn't have any sustain (if the term isn't reduced to be redundant with healing), wouldn't that leave them just as high aggro DPS? 
In the end, nullifying damage and recovering from damage are still both just sustain, and I feel like we'd unnecessarily narrow available job themes and differences to say, for example, that free %DR is okay but free healing (even if timing-sensitive) is inherently not, leading to get more homogenization. 
Just ensuring decent parity in tank sustain and keeping total tank sustain in check relative to incoming damage across all serious content types and the excess wouldn't harm other roles' gameplay (so, no nonsense like Bloodwhetting scaling linearly with target count, even if its excess is limited to non-serious content, not the least because it makes WAR itself less skill-expressive) seems guidelines/stricture enough, and would avoid purposely homogenizing tanks further (as disallowing half of tanks' free sustain forms would do).
The problem with WAR right now, to me, is simply that it's OP, not that it self-heals (though Nascent Flash's means of external healing thematically makes zero sense and I'd therefore happily rehaul it). All means of equal total sustain in practice nonetheless equally reduce the amount of healing a given job requires, so it's not as if a balanced WAR steps on healers' toes any more than a balanced DRK.