
Originally Posted by
Jeeqbit
They kinda are. But they've always had shields in this game, because White Mage used to have Stone Skin, so it's just how it is.
If I heal an ally and a portion of overhealing increases their maximum HP for a brief duration as not to waste said healing... that's a healer, while if I heal an ally and a portion of the healing is also done as a barrier, effectively increasing their maximum HP for a short duration... that's not?
Heals also protect people from death. As does dodging. What makes on-ally blanket barriers the domain of tanks?
I could see a Ninja summoning a Shadow Clone to taunt an enemy and those near it while active, lasting up to X seconds or until a couple seconds after taking Y damage being considered a tanking ability; it results in decreased need for party sustain which in turn can result in net rDPS increase, all by redirecting and/or reposition enemy offenses. But Succor and Sacred Soil? They're simple AoE sustain that happens to increase max eHP along with current, the only difference for which is one-shots (or attacks too near to each other to be split by later sustain). But not all that helps prevent one-shots is necessarily tanking, especially when it is completely independent of (in no way requires) redirecting or repositioning the fight or the enemy's offense.
Well, yes, I said sustain/healing was a healer thing.
What are you defining as sustain here, just for clarity? Just another word for healing, or where things like Macrocosmos would be included where it normally wouldn't (under "healing")?
%DR also sustains you and is generally considered "sustain" among multi-MMO theorycrafters (simply "scaled" or "percentile" instead of "flat", and "max-eHP increasing").
Reprisal and Divine Veil have no cast time.
I didn't say they did, but neither is that any significant increase in flexibility compared to Succor (limited only by MP) or Sacred Soil (30s CD; consuming one of three per-minute resource charges).
But also as we were discussing, the concept of a barrier healer steps into the "protect" identity that tanks are meant to have.
Then so does killing enemies: Try not dying to a DPS check without damage; unless flagrantly undertuned, protecting the party from that... requires DPS.
Or consider damage-dealing itself: every role deals damage, yet not every class will be of the "Damage" role. There is no reason to define roles in such ways.
Well-crafted roles have far more to do with creating a perspective or mindset from which fun and interesting gameplay can happen without being quite so thrown to the winds with random party-mates, generally by reducing the personal gameplay otherwise more directly available to you instead to a tailored, synergetic cluster therefrom.
That's not just "Damage", "Protect", and "Make up for what passed through Protect", though. In games not so laughably easy or rigid, even a DPS's decisions as to when to burst and against what can be life or death for their party, and its the enhanced ability to leverage those dynamics that makes them that role, not merely that they do damage.