Quote Originally Posted by TsubameMikage View Post
Paladin and Warrior use it all the time, can't speak as much to the other two tanks.



Monk also has Earth's Reply, an AOE heal. Plus, Second Wind has been buffed across the board for all melee.



Paladin wouldn't be broken if it lost its heal, but Warrior would need something else if it lost it's heal.. but if they were only applicable to themselves (So no casting on others), and toned down.. that would give some use back to healers.
Thinking about this in the other direction, "What level of AOE heal by a tank or DPS wouldn't be game ruining"

Option 1:
None. Probably the preferred option for the healers. That would require changing how several jobs work.

Option 2:
Combo only. So something like BRD or DNC might have a combo where every 8th cast does a either a solo cure or solo cure-3. Under the hood the game just enforces a 16 second recast for it, so it can't stomp on the healer's job, and it's only at the end of the combo. Tanks only get to use the heal after a successful mitigation combo so they can't just make themselves unkillable from the beginning.

Option 3:
GCD Items only. Players bringing pots that recover HP into the content can only use them when a party-shared healing GCD is open. If any heal has been cast, then the shared GCD is reset. Same goes for MP-recovering. All other buff pots that there is no player-cast equivalent use the players oGCD.

This would prevent players from using healing items if the healer is up, and provide an indicator that the healer is actually doing their job.

Option 4:
Bouncing the healing job. So a healer has to do the healing, and as long as the healer is "up" no other player can cast their self heal, AOE heal or healer-provided buffs, either via skill, action, cast, or item. If the healer KO's, the self-healing casts now activate in combos. This would still require some changes to tanks, but would probably just keep all the self-heal buttons on DPS disabled.


To me, the path of least resistance would be making healing on DPS and Tanks "less accessible" (eg, no "second wind" instant heals), it would only be something they can use if they are completing their combos, which would make it continue to be useful in solo instances, and when there is no healer, only then do they get to use healing items. When the healer is present in a party, the game changes the frequency of the self-heal in the combo. So the result in a solo instance might be 1-2-3-4-5(heal) but in a 4-man it might be 1-2-3-4-1-2-3-4-1-2-3-4-1-2-3-4-5(heal). They can also make this work by not activating the heal combo unless the HP is actually at 40% or below. So if a healer is over-healing to the point that everyone never drops below 40%, then the healing action never activates.