Right, but that's because the thematic space of divine magics was already split into two classes -- one Plate, on Cloth. By Warcraft lore, a Paladin is literally a Priest who has joined a knight order and/or has received special training for the front lines.
And we're not talking the most basic of basic roles here; we're talking sub-roles. Those instead compose constraints by which, say, an Elementalist should be forbidden access to barriers or a Galvanic access to HoTs not necessarily because either is unfitting for either theoretical job, but simply because every healer/support/medic has to be either of Type A or Type B.
That's a consequence of the game leaning so deep into role templates, though, and the kits offering no choice, not anything to do with its engine or even necessarily the game's broader combat philosophy ("WASD-DDR atop Other-Buttons-DDR").You can't really lean into different directions. You're either playing right or you're playing wrong. RDM's can't play as pure casters, they HAVE to use their melee combo.
Remember, it wasn't always that way. 2.0 WAR almost nothing like 2.0 PLD despite both being capable enough tanks (WAR favorable for adds and dungeoning, PLD for tanking bigger hits). Before that, even PGL and LNC could act as tanks.
Take, for instance, a SMN by that older design. Instead of simply deciding on an order for their three basic summons between alternating Bahamut and Phoenix phases, you'd have fewer, if any, pure damage summons and you'd use them as best you could leverage those additional features/differences, be they healing, mit, CC, party resource gen, or whatever else. At which point, yeah, a SMN could even off-tank or snap-tank via Titan and Alexander or off-heal or snap-heal via Phoenix or Slyph, etc. But more importantly to discussion of "sub-roles", they could preempt mechanics in order to better suit whatever's at their core -- rooting themselves in place under Titan or Slyph to avoid uptime loss to knockbacks, charging to target for additional uptime under Ifrit -- a slight excess of capacity overall kept in check because it can't all be used at once nor be used without foresight.
Now, in terms of 'sub-roles', would that make them a "mobile caster" because they could sprout wings and cast while moving while in Garuda's form? A "turret-caster" because they could start nuking via up to a few 3.5s casts? A "speed-caster" because they could use reduced GCDs, potentially helpful for constantly resetting stagger on a lower-HP but threatening enemy? Yes and no; mostly, they'd just... be "a Summoner". That means leveraging summons, which in turn means a ton of options none of which individually have quite the same depth ceilings of other jobs but collectively lead to a pretty gigabrain job just because that's what makes the most sense given the button-efficiency of having multiple gameplay-shifting keys (those summons). In the end, for the purposes of purely a "Magical DPS," that means having a solid but vulnerable core with lots of ways to capitalize on and support it that in turn could overflow into party support. And, to me, that'd be pretty great.
I played every job in ARR, yeah, between main and this char. Could have been better, of course, but I liked it well enough. I definitely micro-managed my pet more than was necessary (causing it to stutter step, dodge every mechanic, etc.), though, so that may have been a bit part of that attraction. Solo healing a minimum-ilvl Titan Extreme on it was, yeah, pretty darn fun. I can't say I much care for SCH anymore though.Did you play SCH in ARR?
If so: Did you like it?