Quote Originally Posted by Crushnight View Post
As title says that is what should be a step(not the only one) the game should take if it wants to maintain the holy trinity of tank/healer/dps.
How often do Tanks and DPS use their self heals anyway? It seems like Tanks use their self-heals (at least DRK) right in their combo rotation but I only see DPS self-heals when things are going sideways.

If a job's identity is to have a heal, and it isn't the healer (RDM/SMN/PLD) then it should cap at the same strength as "cure 1", but only have an CD/oCD recast time. If for some reason they're triggering a heal that isn't random (DNC's is basically random), however, they basically have two self heals:

Curing Waltz
Restores own HP and the HP of all nearby party members.
Cure Potency: 300
Additional Effect: Party member designated as your Dance Partner will also heal self and nearby party members
and
Second Wind
Instantly restores own HP.
Cure Potency: 500

Now, Second Wind has a 120s CD, but is as powerful as "Cure 1". The problem comes from having BOTH of these.

RDM's vercure is 350 potency, but can be used twice, which actually makes it better than "Cure 1" when applied to the same target. That makes it almost as good as Cure 2.

Monk has both bloodbath and second wind, AND it also has Riddle of Earth.

Summoner is ... complicated. Basically you need to do this to access that HP recovery AOE:
Summon Carbuncle -> Summon Phoenix -> Everlasting Flight (pet action) / Rekindle

Since the pets are not persistent, the ability to trigger that is rather time consuming and not worth it for a single heal.

Honestly, I'd leave summoner alone if only because it's hard to pull off, and casting physick is usually not worth it.

What "could" be done is to stack a debuff when the DPS heals are used that are similar to the "Scalebound" debuff from the monster hunter world crossover, where the next heal that doesn't come from a healer, heals nothing and it only drops off when a healer heals.

With the tank I'm of a mixed opinion since clearly a dark knight would be unplayable if they had to avoid completing the combo. Warrior however has 6 separate actions that recover HP. Why. Paladin has 10, of which one is a direct "heal a target." Dark Knight has 3, Gunbreaker has 2.

If we went with the "strip tanks of all self-healing" every tank would be broken except Gunbreaker and Dark Knight, and both of them would still be partially broken since it's part of their basic combo. Any changes to tanks to remove most or all of the self-healing would have to come with changing the knobs on mitigation so people don't just prefer the most unkillable tank.