SCH's traditionally been the more difficult to play healer. Initially it was due to the high number of offensive skills with lustrate being a percentage heal that could be used through cleric stance, to later on when SCH had been repeatedly nerfed through expansions to become the undeniably weakest healer, to the point now that SCH's aesthetic appeal now clashes with its mechanical appeal.

The changes above would solve those problems, but it wouldn't make a SCH enjoyable when there isn't any boss mechanics nor any healing to do.

Frankly speaking, I really liked the old triple DoT pattern together with bane to spread the DoTs if you were facing a group, and would take it in an instant if it was an option.

But even if it wasn't, there is one thing I want to point out.

The solution to the drought of tanks and healers, I believe, isn't to simplify their damage rotations as much as possible, as what being distracted by your damage rotation to the point of not doing your role properly is only an issue once you've grown comfortable in the role already. What's driving people away is the fear of not being able to perform the basic role in the first place.

For tanks, that is holding aggro without dying. For healers, that is preventing others from dying.

The insane enmity generation buff is by far more than enough for tanks. Healers too, their healing options have expanded so much that almost all of our old healing spells and abilities are now obsolete.

What's really keeping players from taking up these roles is the fact that they never try. New players that pick a healer/tank at the beginning will stick to them for the most part, so the issue is those who chose DPS first, but shy away from trying tank/healer in the future.

The way to fix that is by forcing them to play as a tank/healer in single player duties. This has already happened on the rare occasion in the MSQ, but if it grew much more frequent, it would ease the fear from these sorts of players I believe.

And if that was true, then why not bring back the complexity of our damage rotation? People easily understand that failing at their damage rotation isn't a big deal, and would prioritize it below proper healing until they grow comfortable with the kit.