Thank you, I take that as a compliment.
Alright, let me break this down. Healing is a complicated metric, because it has an inverse relationship to itself in contrast to DPS. With DPS, the better you perform, the more you DPS. Healing is the opposite: the better you heal, the less you heal. This is an undeniable reality. Why?
Let's first establish what constitutes "better" healing. As healers, our job is to prevent a game over state, namely by preventing ourselves and our teammates from running out of HP. That is the bare minimum requirement for us to be successful, so how do we do that better? When we have a variety of different types of heals with different pros and cons, the better healer is the one that is maximizing the pros of their heals while minimizing the cons. For example, let's say a Sage could recover from back-to-back damage with the use of 3 Prognosis casts. If they, instead, weave Physis II first, a regen that also increases healing received by the party, the combination of that regen and the increased healing may mean you can weave a Physis II and cast 2 Prognosis instead. That's less MP spent, and opens up that third cast for something else, something that isn't healing.
Let's use some visuals and hypotheticals to help communicate this idea. Every minute, we basically have 24 opportunities to cast different spells, and each opportunity also comes with 2 weave windows. In this hypothetcial, we have a GCD attack and a GCD heal as well as 3 healing OGCDs with 1 minute cooldowns. That will look something like this:
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Our job is to assess the situation of a fight and place each of those actions in a given GCD slot that yields us the greatest net value. Now, let's say that in that minute of gameplay, the fight will ask you to heal every other GCD. There is no content in FFXIV that demands an amount of healing at that frequency, but let's use that metric anyway for the sake of simplicity. Let's start by looking at how that might look if we only use GCDs:
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This gives us 12 casts of our DPS spell and 12 casts of our healing spell. But we haven't used our oGCD heals yet. Because every spell gives us a single weave window (based on our spells having 1.5 second cast times), we can effectively slot those oGCD heals in positions at their earliest convenience, right before the healing spell that would otherwise be cast. That will place us in the following situation:
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Here, we have the same total number of actions dedicated to DPS and healing: 12 DPS attacks and 12 instances of healing. But as you can see, we've now freed up three different GCD opportunties, but since we don't need that extra healing, since our oGCDs cover that healing for us, the only other thing we can do to fill that space is DPS, giving us this outcome:
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Now, that gives us a net value of 15 instances of DPS while still having the 12 required instances of healing. And now, knowing that logic, take into consideration how many different cooldowns and resources are available to each healer. The reason your YouTube guides are always talking about maximizing DPS is because that is the reward for learning your cooldowns and being a better healer. The reason why this doesn't seem as true for other MMOs that feature attrition style healing is because the reward for better healing is not dying. There, if you don't heal well enough, you fail the healing requirements, but FFXIV has almost no healing requirements across the majority of the game. I said before how needing to heal every other GCD is not an accurate representation of FFXIV's content, because using our hypothetical model, actual FFXIV content would looks something more like this for the healer who only uses GCD heals:
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And becomes this the moment they start optimizing their healing:
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" suggestions will do literally nothing in the grand scheme of things because it's not only high end raids where the role is monotonous and boring. Healer kits are already ridiculously lopsided to have full usage only in Savage/Ultimate, and while I understand the healing portion of the kits won't ever be able to be stressed in casual content, it's even more of a reason to make these jobs fun in that content.


