Quote Originally Posted by HanakoTheGoth View Post
extra damage rotation is welcome. at that there lot of down time. so why not have your cast time healing spells become damage abilities for short period of time until need to do damage. would be very thankful to have help re-writing this so its better to understand really am sorry for confusion
At present I would argue because it makes no sense, since you'd never want to be in healing stance. That's a core design problem with the game as a whole (not individual jobs, this is in base combat design + encounter design) that your actual healing abilities are never tested, and neither would anybody have HP pools large enough and regeneration slow enough to test them. Meaning that if done like you say, you'd just see all WHMs sit in damage stance all encounter, as their oGCDs are more than enough to heal the existing damage, and even if not, you'd just let the other healer heal it to reap the extra damage and hence kill speed from the WHM sitting in damage stance, or just bring two WHMs both sitting in damage stance all encounter long.