Quote Originally Posted by Assur View Post
I am not sure how wall pulling is devaluating the healer’s role. Unless you are WAR, doest it put more strain and responsibility on the healer? Without a healer, I as a DRK would certainly not survive my pulls in a satisfying manner, so I see them as quintessential to my approach, unable to do without them. But that is, admittedly, a tank’s perspective. And it might not be that challenging enough for your healers.
I think you're approaching this from the wrong perspective. Wall-pulling is not devaluing healers, it is a symptom of the fact that healers are devalued. The mere fact that it's not just possible but expected shows that the encounter design is not putting focus on healing as an activity.

Or to think of it another way - when was the last time you had to carefully consider your pulls because of concerns that the healer(s) would not have enough healing output to keep the party alive? Or, how often is available healing the limiting factor of an encounter (e.g., "heal checks")?

Yes, wall pulling means we'll have to heal a bit (and maybe more if it's an at-level/not mega-sync'd dungeon) - but even then we're DPSing more than we're healing, by a long way. If party DPS is high enough most WHMs won't have to heal at all since Holy has a stun attached.

And really the same encounter design issues are affecting tanks too. When was the last time you had to focus on threat generation so the DPS or healer(s) didn't pull aggro? When have you had to focus on damage mitigation (either for yourself or the party) more than your DPS rotation? Threat generation is a joke - you just turn on tank stance and slap an AoE DPS ability and you've got everything welded to you. Damage mitigation in most cases consists of just hitting a single cooldown. Your role is homogenized as well - only the tank jobs actually get decent DPS rotations to have something to do. We just keep up a DOT and spam one ability.