Quote Originally Posted by NegativeS View Post
Adding more flavors of the same bad encounter and job design won't really fix things.
Yeah the current jobs already fall in a matrix of sorts.

1. Split into "regen healer" and "shield healer"
2. Split into "utility healer" and "output healer"

For the regen healers, AST is utility-centric, WHM is output-centric. For the shield healers, these are SCH and SGE, respectively. It works. We just need enemies to deal a whole lot more damage, and do so constantly and consistently. The constant nature is key: We got spammable GCD heals. Something the other jobs cannot easily provide (Paladin would run out of mana ~ASAP even). So if the fights required near-constant healing, nobody else could do it.