Originally Posted by
tesni_g
I love healing!
But when there's not healing to be done, I want the buttons I press between heals to mean something. To feel powerful. And fun.
You know, like what tanks are doing between tankbusters. Enjoying their burst phases and fell cleaves and what not.
The game's encounter design never demands so much healing. I understand why, and that's fine, but there are two opposing design "goals" the team has with healing. One, this lofty ideal that we should be healing mostly. But two, we can't have stringent healing requirements on encounters, or the newer players will be locked out of story content (we need raw power to heal through DF mistakes, or content won't be accessible). So we will always end up with busy/aggressive healers contributing via damage output because they understand the damage patterns, and know how little healing will be required when all goes well.
So if if they can't give me a boss that demands any sort of real uptime on direct heals, I want something fun to do in those 30 second stretches between damage spikes.
I love healing, but I also love being useful all the time. Tanks don't have empty filler between tankbusters and aoe blasts. They have a solid rotation to occupy them and work into the encounter. DPS have solid rotations and splicing that rotation into a given encounter determines their damage output. I'm not asking for DRG level rotation for my SCH. It would be too much. But "I have nothing to do for 70% of the fight but keep up one dot and spam one nuke" is a valid complaint.
And since I can't see the encounters changing, what healers should have is something engaging to do during that 70% "down" time.
I have nothing to do for 70% of a smooth run but keep up one dot and spam one nuke.