There is more than one way to play WHM, but ideally you save the healbombs for the raid-wide damage, otherwise you screw-over the tank. WHM's who think they're supposed to contribute significant DPS to a fight are often the ones that cast medica II, then switch to CS and spam DPS until it's up, and then repeat. The problem with this line of thinking, short of throwing the DoT's on a boss, is that it's not trying to be conservative with MP use at all. If you have a party with two healers who both use the same rookie playbook, it's going to cause some wipes.
Even in 4-man fights, I avoid using Medica II and Regen unless there really is a reason for it, but there's rarely a reason to use it unless your tank is trying to speed run everything, and you're having to spam as much HoT's before the Tank dies. Which just isn't smart. When there is a single boss, and it has an unavoidable AOE incoming, then you hit Medica II.
The (Coil) raids have different mechanics which invoke party healing more often because of this. If you don't pace yourself, you will run out of MP.
Back on the "bad groups to be in" stories. I'm really hating on Bards that don't use any of their songs. In the grand scheme of things you can tell when a Bard isn't doing it's job because their MP will be full all the time. A lot of this comes from there being no practical use for the songs in solo play. Not even the Job quests give any reason to use them.
The only dungeon that I specifically stand in the middle for are Trials/Mainstream boss fights, because that's where Party Healing is most effective and the easiest to target everyone. But this only works if the Tank takes the boss to the end of the room. Otherwise I will normally head to the left or right, mid-room, since the Melee's will pile up near the boss, and the ranged will be just close enough to solo heal.
However you do not want to do this if the Boss has ranged AOE's. Most Boss rooms involve a lot of AOE dodging by the Healer. So if you're standing near the Melee's closest to the boss, that AOE will force all the melees to move. If you're standing near the casters, then they have to move. Hence why most bosses I try to stand just outside the AOE cone away from everyone, even if it's in the center of the room.



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