Fair point, I only looked at the name on the forums. I should apologize for getting frustrated, but when someone with no real end game experience tries to tell me that healers are an easy role it kind of grinds my gears. Healers have to learn the rotation of a fight down to the tee and to say that healers don't have a rotation is kind of off the mark, it's just our rotation can't be applied to fights as broadly as dps as it changes with every fight, but it's by no means easy, we're in charge of the parties well being, cover for their mistakes, help tanks with mitigation ad if you're good you still provide a substantial amount of dps and our dps isn't exactly simple, you still have to track multiple dots and weave OGCD's.
In my opinion you don't see the full potential of a role until you push it in progression as their is no real need for it until that moment. And posts like this topic frustrate me as well, when they say the game looks nice but there's nothing too it, the raids are actually complex, there's a reason why Savage hasn't been cleared yet and why many groups aren't even past AS1 and it's not just a dps check or "artificial difficulty" as people like to say.
Skill bloat isn't really a thing unless you are a Summoner, I used to play on controller and juggling multiple hotbars is part of the game, it's not hard once you practice it. The only things I actually agree with in this post are that skill delay and the need for an in game parser, and it was leaked that we are getting a personal parser next patch, and the location of the servers were a bad move by SE but that will be fixed soon too.
And the poster above that said that Protect should just be a trait, that's not right, when someone dies we have to reapply it, it's still just another part of the healers roll.
Also this
"Combos should rotate the ability on a key so precious real estate is saved from all these 123 combos"
Is kind of spoon feeding, it creates no room for error and removes any flexibility from those combos.


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