Quote Originally Posted by Kazukiyashuo View Post
Dude im playing since realm reborn. Healers always were simple with few spells. Whm had 1 spell and 2 dots and 1 aoe , and now its minus 1 dot. Ast was always like that 1 dot 1 spell 1 aoe. Sch had 3 dots 2 SPELLS for single target and a crappy shadowflare. SCH didnt have aoe spell like the other 2 and he was using bane to spread the dots. Now u dont spread the dots , u have 1 aoe spell like the other 2 healers always HAD. SO PLEASE before coment get your sht right. Not to mention that right now SCH kept his ruin 2 and can weave dmg very easily and whm and ast cant do that
"In this game healers mainly heal"

Parsers seem to differ. 60%-80% of casts for damage seems like an accurate representation of the amount of time a healer devotes to damaging in high end content.

I am a grey dps healer and I often have 130+ casts of Broil and 30+ casts of Biolysis in Savage fights as opposed to a combined 20+ casts of Succor and Adloquium. Adding healing oGCDs brings up the total healing abilities and actions a bit higher, maybe 60+ uses of healing abilities.

Even during progression and training I use most of my time with DPS spells, considering the group's HP often stays topped off. There is no point in overhealing, so in order to contribute to the fight and honestly simply do something instead of standing there doing nothing, I end up casting Damage spells.

As to wether we had more spells and damaging abilities before, yes we had more buttons to press even if we had just one or two more.
But this is the thing: Having less buttons to press during healing downtime would not be a problem if said downtime wasn't so prevalent. Healing game play quickly devolves into a very noticeable "one button" spam. I remember for example E3s, where after the first boss AoE we had like almost two minutes of no damage done to the group.