@ Lorika

I understand that you want the simplest solution possible so the healers are fixed quickly. Our problems are more deep rooted than the WAR taking our role though.

The relative damage thrown out to the parties obeying dance mechs still feels like it's barely over what occured for ARR and Heavensward. We have more dance mechs, yes, but the damage they deal to the party is "not reliable" so to speak. The goal is to take zero damage from them still. We probably have double to triple the healing output we did compared to ARR as well.

We can still keep some dance mechs. I understand they are there to hold everyone accountable for paying attention the best they can... With some forgiveness for first timers and lag. The Devs may need to take notes from the trial perma DoT, the multi hit tank buster in our current Savage and the level 95 final dungeon boss. More damage needs to be unavoidable if they want us to use the higher healing power given to us.

Since Max HP is currently capping how we can do this, they may need other methods to bypass this like multi hits, raising Max HP and using special mechs like Roe's Aetherblight. Maybe even use debuff enfeeblements when we are in a fight that shrinks us as an example. A certain boss in the World of Darkness Alliance Raid comes to mind here >.>