By doing math.
Tanks and Healers vs 'Easy adventure' is not hit bonuses, AC, expected damage, spell slots, healing per day, healing per round, enemy incoming damage, enemy AC, number of enemies, expected enemy tactics, terrain advantages, whether the combat is likely to split into multiple smaller scuffles due to situation, etc.
To 'eyeball' an encounter strength vs your party you need to look at the encounter, look at your PCs sheets, and compare the numbers. If you can't do it in your head, you need to sit down and run a mock combat.
If during the combat, the PCs roll nothing but 1's and the enemies roll nothing but 20's and the PCs forget they can use healing magic or decide to run away but one of them stays to fight the entire thing by his lonesome, you might need to alter the encounter on the fly to make it easier, or give the enemies some reason to take someone alive, or some circumstance or luck that allows someone to survive when they wouldn't (anakin falls off the bridge but manages to grab the bottom side of it, the people on the bottom think he's fallen to his death - protagonists are generally fairly lucky people, because we don't tend to hear about the unlucky ones - the anakin who falls off the bridge to his death doesn't get the story written about him by the bard later).
There is a fair amount of wiggle room in this. Players can demolish the occasional encounter and that's totally fine - people should feel like Big Damn Heroes sometimes. Players can have a hard, nails-on-chalkboard fight sometimes and that's also fine - fighting should feel dangerous. Your goal with this math is to keep things within that range, and not all on one end of it. No TPK, and not a continuous stream of pointless fights (fights take up screen time and should be meaningful, both narratively and mechanically).
Fights that are too easy should be resolved narratively - 'you beat up the goblins, who have no real chance against you'. Fights that are too hard should be foreshadowed so the party knows that they should typically be trying to hide from Bogulos the Terrible, not fighting him and his Army of the Damned (at least not til they have some advantage). There is the trope of the hero standing up against impossible odds but that can be hard to do correctly as people will (often rightfully) expect that you've simply made the odds not impossible, so there is a level of build up and timing and lying required to get that trope to play out well.
At the very least, people should have some warning about a fight that is unwinnable (or 'too hard'), enough that if they do choose to engage with it, that is their choice and not you just killing them out of the blue.
There is no specific silver bullet that will help balance encounters for 'tanks' or 'healers'. If a guide, website or source claims otherwise my general experience is that it is wrong.
A major mental stumbling block for people is trying to use mmorpg terminology to design for or balance things for tabletop games in the first place. Instead, use math. Math will be far more reliable and helpful.