Its not all about the DPS. In fact...its not much about the DPS at all. At least for me. Its as follows:
1. The utility on my DPS skills fails if the damage misses. Fluid aura is useful for helping tanks position mobs (like that sprite that is /always/ on the stairs in Lost City hard) and Holy can help mitigate damage and interrupt mobs that have a lot of cones/aoe's they like to spam. Which helps dps maintain rotations and keeps extra damage off the tank. Now they are no longer reliable.
2. MP used on skills that miss so often now is a waste. Which could, if someone botches mechanics or dies etc, negatively effect my actual job.
3. Its just obnoxiously frustrating. Especially with moves like Aero III where I then have to tab through mobs to figure out who got hit and who didn't to see if its worth taking another gamble on it.
As Keaira said, maybe this is more acute on WHM since /all/ our dps skills can miss and we have no alternative to keep ourselves busy (cards or reliable skills that can't miss). I don't expect to do 2000 dps. I don't expect dungeons to cater to healers ability to dps. I /do/ expect not to be presented with an arbitrary wall that asks me to sacrifice improvements to my healing capability in order to achieve the same proficiency I had previously (which was based on your skill at stance dancing, managing mana and your party not HA HA HA RNG). I expect that, if this is our new direction, the expert roulette dungeons should have more built in healing challenges to keep us occupied. It isn't about 'trivializing' DPS jobs. Its about asking to be allowed to do /our/ job to the best of our ability without being made to jump through irrational hoops.


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