Except that's your argument, not anyone else's.
Healing doesn't stress out healers.
Being a "healer" stresses out healers when there is so little to do that makes use of their kit and so few ways by which for that kit to contribute.


so you're saying having nothing to do is stressful? i must be missing something... because how? find it boring, mundane, and unnecessary, sure. but stressful? if they're unable to contribute at all with their current kits that is on them not utilizing it to the proper extent.
You say that like frustration can't contribute to stress...
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"The party's life is in your hands."
But, beyond the rare AoE oGCD heal, that really just means you are responsible (since surely you've nothing else to do with the 3/4s of your kit) for undoing individual mistakes, which occur sporadically and rapidly stack in intensity.
You have 28 buttons. 2, your pure mitigation CDs, are on cooldown. Your DoT is up. The remaining 25 buttons amount to choices which mostly push out one another, and about 7 of which are utterly traps. Between the lot of them, you essentially have two choices, (A) Overheal or (B) spam Dosis more.
As you contemplate how any kit could actually be so wasteful, little Timmy takes an avoidable goop-bath. Then a few more. Finally, you have a point and purpose to your presence if only if he'd take another in the near future, which you can help him survive. But wait, if takes one more, he'll be one-shot on the next regardless.
You've a wasteful number of tools, yet none of them empower you to really deal with the situations on which your ability to even use more than a handful of those skills depends in the vast majority of content.
The less a kit is able to be leveraged in multiple, seemingly integral and/or intended ways, the more context seems to determine the whole of said kit. Rather than "How can I best contribute?" the more pertinent question seems to be "Do I really even have a job?" And that's not something the player can decide beyond choosing to go into particular fights that might actually give it something to do vs. experiencing the other 99.9% of the game. Which, yes, is frustrating, sometimes to the point of stress.
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