
Originally Posted by
UkcsAlias
While 12345 and 11111 can be effectively the same in result. There are diffirences to note:
- A healer should not be punished for interupting the dps rotation
- A dps often has trees that branch and allow other effects to trigger
- Healing must be more reliable per ability, than dps must be (for dps, the average acros a rotation is what counts - but healers must be able to interupt these)
As a result, healer dps must be simplistic. But there are a few catches that do enable freedom (and also apply extra restrictions):
DPS rotations must be standalone. Healing cannot interupt these (not even based on a timer!). While interactions are forbidden, some interactions still provide a null net result (for example, after a heal, the next gcd cast deals double damage), these can still provide the negative effect in which healers try to optimize these bonusses, but normal dps casts already feature this same risk/reward feature.
DPS rotations must not be based on a 'better to cast one now, and heal a rotation later' effect. Any boost that was applied, must be applied on a longer basis (this can be a real mess). If there is a teamwide dps boost, yet you are healing, your dps casts will be even less valuable. Which especialy with combo systems could mean you lost your highest potency cast. This would force people into doing more dps casts, rather than just doing what they should have done. Where in the previous example skipping a dps cast only lost you 1 gcd of dps, in this case it could be 0.8 or 1.3 effective dps casts lost, just because of combos.
And now imagine only having 2 abilities of 200 and 150(base)+150(combo) potency. Its already quite a mess at this point. Since you generaly want to use that 300 potency during buffs. It can make players skip a heal (and cause a death, or other players to drop their dps for survival). For a healer that just doesnt work.
Now imagine each heal adds 1 dps cast worth of potency to the next dps cast. So heal>heal>dps means 3x the damage on that single dps cast. while dps>dps>dps would just be the same. Now healing becomes favored as its more efficient. But the moment you go for 90% of potency added to the next cast, this heal>heal>dps cycle becomes useless since you want that extra 10%. It doesnt matter how you assign the buttons here, you dont want to lose dps for free (but often useless) heals. This is why freecast is useless (the many cure1 casts negate the dps you could have delivered).
It might be strange, but 11111 is actualy quite good. And the only system that would work is just a standalone constant rotation which regardless of what you do makes 1 and 2 just be the exact same, but with a forced alternating between the 2 (or you lose potency). Healing does not interact here, and as both values are the same, its never going to be a potency loss (unless mispressing - as its desired when making such rotation).
Also, tanks have more complex rotations since their aggro management is still just dealing dps. Something that healers cant do with healing.