Quote Originally Posted by Rithy255 View Post
The thing with shake is healers already have mitigation + regen skills too, even white mage the weakest healer has got some very strong mitigative barrier skills with regens put on them. Shake it off isn't really a insane skill in comparison to what healers generally get.

if we want to argue that it can only be the "healers job to heal" then sure, but you best be advocating from taking away mitigations and shields from all healer jobs as they clearly have to be a tank exclusive, to me that creates very boring and limited job design but if we're going to pretend that tanks and healers can't have any amount of overlap then we best be consistent in my opinion.

In reality skills like Divine veil or shake it off don't replace healers in a balanced game, I'd argue your over valuing shake's actual effectiveness. Don't get me wrong its strong and doesn't really fit warrior at all to regen their team.

"Zero downside" skills also should in theory be balanced by the fact that using them when not needed should cost damage output from healers, but as healers get a mass amount of AOE skills combined with most fights having low damage profiles, Shake it off really doesn't impact or help healers do more damage as your always gonna have 100% uptime on healers unless you really mess something up.
I don’t get the point of this post. Skills like SIO are theoretically balanced by causing the healers extra drama if they are used at the wrong time. Okay but they aren’t. I’m not discussing a theoretical balanced game where these skills work, im discussing 14 where these skills don’t work. This is kinda like putting the carriage before the horse; sure you can imagine how these skills would be fine if the game was balanced but the game isn’t balanced on this axis and id rather they redo skills that are problematic rather than justify them as “well if the game was balanced then it would be fine”

And im not sure of your point about removing shields from healers. Shield healing as a concept is older than tanks even doing damage and is from way back in the time when CC was the third part of the trinity alongside healers and tanks. Group mitigation has always been the purview of the healer. Overlap is fine but a trinity needs to have each aspect of the trinity unable to function without the other 2 and that just doesn’t work in this game