Quote Originally Posted by Leigaon View Post
Okay, I took a look at a guide for E-12 savage phase 1. Lots of dancing. What comes up to me with the library example is something like the first boss in the Vault that targets a random person. For the trash or the environment of the dungeon as a whole you're then looking at wide area damage from mobs or environment, target players other than the tank for damage. Taking the savage examples and putting them into casual content (to a lesser extent) as players roam through dungeons or instances, that would make for more exciting healing gameplay?

... along with a 1 - 2 - 3 combo for offensive spells.
I don't think anyone here is advocating for 1-2-3 combo for healer downtime rotations. Sure, it would be an easy way to spice up gameplay for healers during downtime and would probably cost minimal dev resources, but it would be lazy and uninspired.

Personally, I would love to see more resource management involved in the moment to moment gameplay, which would allow more depth for veteran players while not being overbearing on new players.

Let me have more ways to interact with kardia and addersting on sage for example. Or ways to manipulate seals/cards that change up your damage phase on ast. Maybe have a mini blm rotation on whm that used stone and wind abilities that interacted with lilies. There's a lot you can add that adds more interaction with the existing kits/job guages without adding a full on damage rotation per se.