Sorry for the late responses. Been busy and the parser thread ate up most of what time I had to spare.
Not... officially, but... traditionally they have been viable tanks for quite a few magic-heavy encounters, much like non-tank DKs, Arms Warriors (while Fury were instead good soakers due to self-healing), etc.
A large part of which are already contradictory / unnecessary / mere balance cop-outs. There's no real difference between Striking, Scouting, and Maiming outside of "Hah! This full role should take more than twice as long to gear per job!" nor between Aiming (Physical Ranged) and Casting (Magical DPS) at this point except to say, "We, the devs like the aesthetic of when you have at least one member with a bow/gun/chakram, at least one with a staff/book/focus, and one with no range, and so we'll reward (punish) you for (not) doing that in place of balancing whichever of those groups might otherwise underperform too badly to be taken."The thing is, DPS, already have sub-roles (and are the only role that really does)
In the perhaps those individual pros and cons were more varied than just "has more damage" but even then, when there were only two tanks and more fights had both tank LB3 checks and DPS checks that'd require a damage LB, it was as much to do with the LB penalty of having repeat jobs... and only two tanks in the game.I was referring to healers, but we did have most parties bringing one of each tank to take advantage of their individual pros and cons.
That'd depend on what aspects of ARR SCH you're referring to.I guess what I meant by the asking is that you would probably like (or at least prefer to present) that kind of healing gameplay? Is that an accurate assessment?
Overall, yes, I definitely prefer it to today's SCH. Stormblood, though, if with slight changes to Dissipation, Fey Blessing, and Selene, would probably be the peak to me.
I would have to say the opposite. The only time "CD metronome" adds to gameplay is when there is drift that one then has active and diverse means to compensate for based on expected further drift before that next occurrence of that "CD metronome". Hence the examples of ShB Tsubame-Gaeshi or Stormblood Hagakure. And if it can't add gameplay in that process of rotational compensation to still optimize it and that's not merely due to a particular fight being pitifully dull in its effortless 100% melee uptime, I would consider that tool to be bloat (like Lucid Dreaming, etc.).