Quote Originally Posted by Melethron123 View Post
the problem with that idea is that the devs want every job to be able to clear every content, so the bosses will always be designed around any party comp (that first the proper role distribution) having the necessary tools to overcome the mechanics, so at the end of the day, that "unique utility" ends up never being relevant. Cover is the perfect example of this
But you can see with healers that fights have to be designed around one barrier one pure, both healers generally have different utility kits. With tanks they have different invuls, sustain ect. I think in general that's actually fine and fun, most people play tanks/healers for their utility and not simply damage rotations.

I think when a tank (lets use PLD as a example) has extra utility, it helps a lot in "Progression" to have certain mitigation tools to help if something went wrong (like a vun stack), a tank that's more beefy in general might help save some resources for healers and make the run a bit smoother.

I think you're downplaying how utility can effect the game, SCH speed boost is another example it's unique to the scholar, but its generally nice to have around even if not required to beat the fight.