Quote Originally Posted by KisaiTenshi View Post
If you have a pre-made party full of pros, maybe you have time to do this. But when you play with PUG's you get anyone from the DPS with no ilevel 50+ gear, to the tanks and DPS who insist on standing still in the middle of every avoidable AOE. If the "perfect" runs, eg the ones with nobody dying, it's always with healers that either avoid DPS entirely, or only DPS during during the 10 seconds or so at the end of the fight when it matters instead of the first 10 seconds which just increase aggro on yourself.

One recent run, I was having to heal the Ninja who was losing 60% of their HP with every hit.
"My experience says X and Y" isn't a good elaboration. I could claim the contrary: Because player A and B were so poorly geared, I tripled the dungeon killing ability by helping DPS as a healer. Perhaps exaggerated, but a properly geared scholar or white mage can contribute more DPS than a poorly equipped DPS. Especially if the DPS have little experience maximizing their damage output.

People always take damage left and right, whether you heal them right now or take your time is up to you. There aren't a lot of encounters where non-tanks take one hit after another; you usually have time to heal up people. If you can't stand the anticipation by having them move around with a HP bar that isn't completely full, that's simply your own insecurity. You can always decide not to raise them if they're a liability. As harsh as it sounds, it may even be better for the entire group to leave the "useless" one on the floor, rather than constantly pick it up like some rag doll.

"It's a healers job to heal"? Yes, that's true. But let's turn the perspective: It's not a DPS' job to constantly die and potentially cause a wipe. Be it by draining a healer's MP or by not handling mechanics properly. Not healing (or raising) is actually also part of being a healer.