
Originally Posted by
Freyt
Premise is flawed. With this argument, no one would use Cure even unsynced. Regardless, as Cure easily restores +60% of low level tanks HP, they'll function nearly the same no matter how they're used. The White Mage will wait until the tank is low and use their Cure I or Cure II to make sure they don't die, and then resume DPS'ing (or not). All that changes is how far they let their tank drop, and heaven forbid they let their tank drop even lower than usual and end up letting their tank die on accident. In the end you get increased performance, which isn't a bad thing, which is another flaw in your premise, that things going faster and smoother is somehow a bad thing.
To begin with, Cure II isn't exactly an ability people are clamoring to use in early dungeons. They're talking about things like Draw, Jump, Blood Weapon, Deliverance, and other abilities that drastically change how you play the job if you have those abilities available or not.
In your eyes it may be showing off, but in other people's eyes it's refusing to put the training wheels back on when you can ride the bike just as well as anybody else.