Quote Originally Posted by Lastelli View Post
oGCD healing abilities is the real issue here. Either you almost delete them or completely redesign them to make sure they just modify/buff GCD spells (something similar to plenary indulgence, horoscope, emergency/deployment tactics), thus forcing healers to actually heal through GCD spells, or you keep them as they are and give healers an interesting dps rotation because in this case healers can completely neglect their gcd healing spells.
That won't solve the problem though.

Since all you're doing is making it so instead of casting an oGCD on the Tank after a Tankbuster and having them at full life, you simply now just cast a GCD on the Tank after a Tankbuster and have them at full life.

THAT'S the main crux of healing. Damage is too infrequent and scripted that you simply don't need to use heals very often, hence why oGCD only healing is viable despite all of those skills having 40-60s CD's.

Just deleting oGCD's only increases GCD healing by the same number of oGCD usages in a fight, which isn't a whole lot. You'll still be spamming Broil 99% of the time.

It's simply hilarious that the only place outside of Ultimate where damage is high enough and frequent enough to warrant spending multiple GCD's on heals, is in dungeons when a Tank pulls like 5 packs of enemies in one go (Though, this is being limited more and more these days, with all of ShB's dungeons having hard road blocks preventing more than 2-3 packs at best and often only 1-2 packs)

In Trials and Raids it ends up being a case where you just cast 1 heal every time a Tankbuster or Raidbuster happens and throw a HoT/Shield on the tank every now and then and that covers all damage (Aside from when people make mistakes in normal on mechanics that don't one-shot). This encounter design will never get healers healing frequently, irregardless of the number of oGCD's they have.