You pretty much hit the nail on the head with the bolded bit.
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LoL, didnt think the "I feel useful" line would get so much focus, considering I only said it as a Quick phrase because I couldnt think of better wording at the time.
If you only ever had to press one healing spell and never used anything else, sounds like you had a good Warrior, because they have insane self-sustain. Otherwise, there is no way you were over-healing with just 1 spell and nothing was ever a threat. Also was this your experience in Raids and Trials as well, or is this just specifically Dungeons?
Only time I ever put up a Video is the Lv50 MSQ Roulette.
If you get bored, Im sorry to hear that.
You arnt gonna be constantly over-healing through the run though unless you got a decent Warrior in a Dungeon run.
Or unless you are running old easy content that isnt demanding.
IDK, maybe Im just doing it wrong if Im putting in some effort while everybody else can just hit 1 spell and be good for the whole dungeon or whatever content.
If we're talking strictly bosses then yes I can hit 1 spell and be done. Exaltation on the Tank for busters because they literally come every minute and it covers it. Earthly Star or Celestial Opposition for AOE damage.
Damage is too infrequent on bosses to prove much of a challenge outside of a handful of fights. I find it absurd that two pack trash mobs make my cycle through my cool downs more than bosses.
Now I'll grant you, things like this only happen if my party doesn't stand in the bad often or even on occasion... but I don't have bad parties often enough for me to think "yeah 2 charges of Celestial Intersection and Essential Dignity are necessary".
Current dungeon boss tank busters hit on average around 40-50k on a non tank job completely unmitigated if my memory serves correctly.
On a tank with mitigation such as Benison? You might be seeing sub 10k, a quick flip through my logs sees an average of 10-15k.
If these hits were frequent, that'd be fine but they aren't. Stigma 4 does literally 1 tank buster in ~3 minutes. IMHO these sort of hits should be untelegraphed and coming in every 30 seconds at the least.
Design has been dead since heavensward or stormblood for most jobs. Excluding shadowbringers samurai and the dev’s favourite black mage, there’s not many that have been remotely close to their best incarnations in years. Homogenisation has all but killed identity, and for what?
If you did ARR content before the Trust updates, you can definitely feel it. Sure, some of the dungeons benefit from a touch more engaging design (I'm looking at you, Praetorium bosses that used to be training dummies). But when I go into any of the redesigned dungeons with fresh eyes, it's pretty telling when my brain script is correct 90% of the time.
Let's see, we're pulling a boss. I wonder if it...yep, there's an unavoidable roomwide hit that does about half of everyone's HP approximately 10-15 seconds into the pull. The standard post-Stormblood "healer, use your oGCD AOE heal here!" move. Let's see then there's...yep, a tankbuster that does about 1/4 of the tank's health. Next is...oh yeah, boss auto teleports into the center of the arena, then begins channeling some exhaustingly long cast where it completely stops outgoing damage, then puts really obvious tells on the floor, and if it's REALLY complicated it'll cover part of the floor, then another slightly overlapping part, and you'll have to stand in the second orange indicator, then move to where the first one just exploded.
If you haven't been paying attention before, just run this script in your head when you pull a boss. Almost every. Single. Dungeon. Boss. in this game. Is like this. And people wonder why veteran healers say they can easy peasy oGCD heal the brand new "expert" dungeon when a patch drops. It's because the boss mechanics are VERY predictably patterned, even if the precise shapes of the AOE markers are different.