
Originally Posted by
ForsakenRoe
I don't think Tanks will be happy about losing their self-sustain capabilities. But they also do need to lose them for the health of the healer role. So, a middleground solution could be this: All selfhealing on Tanks, is replaced by barrier effects.
So, a WAR has Bloodwhetting, Equilibrium, Storm's Path (lol) and Shake it Off. Bloodwhetting can apply a layered shield (ala Panhaima) to the WAR each time it delivers an attack, with a short duration (say, 6s). Thus, hitting 10 enemies with an AOE still gives a crazy amount of EHP (by applying 10 layers of shield per attack), but it doesn't magically fix the WAR's wounds. Instead, it 'protects' the WAR (which is the tank's 'thing', protection instead of healing). Equilibrium could have its Healing portion still, but the HOT trait can be changed to a layered shield (5 stacks of 300p, for example), or it could have the initial hit also be a shield too, for way more defensive capability. Shake it Off is, from the level you get it, to level 85, more total healing than CURE 3. How does that make sense? It gained the HOT effect due to 'SIO struggling to find effectiveness in protecting the party from damage over time effects'. So, if that 500p HOT were instead converted to 5 stacks of 100p shields, it'd still 'help the party against DOTs', but without taking the healer's job away from them as much.
Then, of course, Souleater/Storm's Path/PLD spells would apply a barrier to the tank instead of a heal. GNB already kinda does this with Brutal Shell (being half healing and half barrier) and it opens up the design option for more interesting interactions between said shield and other actions. For example, GNB's Brutal Shell can be given to an ally by using Heart of Stone/Corundum on that ally