You mean the only time in that fight where you have actually heal? There is more choices there, close to none in the rest of the fight, on average E11s healing check is nothing to write home about and even there nowadays most groups skip it or you can still wing it with 3-4 cooldowns each healer at best.
Your job is both heal and dps not only heal (carpentry) if you got paid by leatherworking then it would be a nice comparision but by then you'd be more of a leatherworker than a carpenter.My 15 years of carpentry experience allows me to work 3 hours a day, which allows me to spend 6 hours on leatherworking as a hobby.
Who said healing is secondary? I sure did not but I don't treat dps as secondary either, especially when I do it most of the time and all of the meta revolves around getting it higher.I don't want a healer who think healing is secondary on my team.
I agree on that but at least in the way I see it, let's fix first what is the majority of we do and then fix the other side of the job, especially when the dps side is the only thing that we'll interact all the time with, no matter if the enemy is doing damage or not, ideally both should be fixed at the same time but I think thats beyond the realm of SE's job designers capabilities.Adding more dps options only makes dealing damage as a healer not boring. The healing aspect of the game still needs to be addressed.
Its a reduction to the extreme to show why ogcds by itself alone are not the problem, if they were gone the problem would remain hence the root of the problem is not there.That's a bit extreme of you reaching a conlcusion that we should remove all oGCDs.



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