Quote Originally Posted by tdb View Post
Dungeon runs would take longer, maybe 30-40 minutes instead of the current 15-20 minutes.
I think this is an exaggeration personally. Judging from Offensive Mastery Squadrons, which rarely aoe but can shred through Aurum Vale or Sohm Ahl in 12 minutes, a decent group could clear a dungeon in reasonable time, maybe losing 5-10 minutes or so. 40 minute groups with players who don't aoe are usually because those players are just awful in general and not putting out single target burst either.

DoT's would probably see use, tanks would have to rotate through each mob in the pack for aggro, maybe marking an initial focus target and healers could go all out on dps. Overall probably a bit more boring, but there would be room for designing danger mobs and requiring CC.

Healing has interesting aspects in raids. You'd certainly need to heal more since a raidwide could demand up to 8 single target heals. You'd want to communicate with your co-heal, such as assigning a tank and 2 dps each. Mitigation would gain major importance and Bloodbath, Second Wind, Addle and tank raid defensives would make a very noticeable difference. There are merits to reducing the aoe toolkit, currently aoe heals are ridiculously strong to the point that just spamming Medica II blindly is getting many inexperienced players Savage tier clears.