I know RDM doesn't stand a chance healing end game content, but I've taken it on FC dungeon runs on plenty of occasions and it's a whole lot more fun than taking an official healing job along. I essentially started out maining SCH in 2.0 and continued that through 3.0, but when 4.0 started the transition to what we have today, I left it behind. I've given sage a shot, and if I had to go on an actual healing job for anything, it'd probably be the job I'd use, though I'll likely continue healing on PLD/RDM for now when FC members need a healer.
I've given it some thought and the basic healing problems in this game boil down to:
- Healer kits are overly done and complicated
- The damage most things do to players is a joke
- Better gear across the team only makes healers less important
It might feel like #1 and the rest are at odds with each other, but the combination likely explains the long-standing healer shortage we had all last expansion and probably will see again once the hype dies down. Want to keep newbie/anxious players away from a role/job? Try this:There's not a whole lot of in-game visibility to when a specific DPS player isn't pulling their weight, and that's further complicated by the fact that a competent tank/healer combo can pull dead weight DPS through just about all story content with no/minimal contribution from the DPS. That makes it easy to see why newer/weaker players flock to DPS roles.
- Give the job a lot of "responsibility"
- Make the job have a complicated kit
Tanking is only really problematic for these players most of the time because those players don't want to "lead" (thousand maws is probably the worst offender to planting the idea that dungeons are hard to navigate in general). Healing, on the other hand, not only has the clear responsibility of keeping the team on their feet, but they have a whole mess of similar abilities that just confuse them.
Not sure what I'm talking about? Let's take a look at WHM:
Want to heal a single target? Take your pick:
- Cure
- Cure II
- Regen
- Benediction
- Afflatus Solace
- Tetragrammaton
Want to heal multiple targets? Again, take your pick:
- Medica
- Cure III
- Medica II
- Asylum
- Assize
- Afflatus Rapture
- Liturgy of the Bell
Why on earth do we really need 6/7 similar effects? Sure, there's mechanical variations in the way most of these spells and abilities work, but at the end of the day, they heal you and your team. It's also easy to see why novice healers also tend to boil their toolkit down to the likes of cure (II)/medica (II)/raise, not even hotkey Cure III and shove the rest into a corner labeled "In case of emergency, mash" (if they bother to hotkey them at all).
And of course, due to the other two problems with the healing role in general, they can easily get away with such simplifications of their toolkits.
For healers to take the role to end game, I can't imagine it really gets any better, either (disclaimer: I've participated in savage content as DPS and read up/observed how healers fit in to it). From what I've seen, the non-emergency/emergency classifications that most novice healers apply to their skills get swapped at high end play because those "emergency" heals are generally more efficient with the tradeoff of being only usable at certain times. Those heals get mapped out to certain times of the fight "Boss does X, I heal with Y" and become part of the whole choreography of savage to the point where you can probably heal without even looking at health bars. If someone stands in bad, but not deadly, then maybe you'll need to target them for a heal. Since everything else is pretty much locked into some plan, that just leaves you with GCDs like cure II and medica to cover such "emergencies" (but, hey, isn't that why DPS have things like second wind?).
Going back to the title, in my mind, an ideal healer would probably look like the current RDM given a few new spells:
- Vermedica (room wide AoEs are the main thing RDM's are ill-equipped to heal through)
- Esuna (for the few mechanics that require it)
- Vercure II (5 second cooldown, stronger heal to be used as the second cast in a dual cast to heal up after tank busters)
That would give RDM just 5 healing spells (the 3 above plus vercure and verraise) to master with clear purposes. Novice healers can pick up on the basic healing side of it very easily. After that, RDMs would get to enjoy their current DPS rotation which has plenty of room for taking a pause in most places to toss out heals here and there.
Obviously RDM would likely have to give up some potency on the damage side (so "real" DPS jobs aren't totally obsolete), and a few skills to avoid button bloat as well as have the learn levels of skills rearranged to make healing spells available at much lower levels, but RDM could easily give up any of these (not saying all because only 3 new skills would be introduced):
- Displacement
- Fleche
- Acceleration
- Contre Sixte
- Embolden
- Manafication
- Magick Barrier (though as a healer, it'd probably make much more sense to keep this)
The point is it'd be much better to simplify the healing side of things to make that less intimidating to novices, and then give veterans a loose DPS rotation to play with the more they're comfortable with their job/role.
I know the dev team is pretty dead-set in keeping the healing role on the path it's on, but it's hard to see how anyone really, truly likes current healers other than because "they're the healer" or for their looks/roleplay. It's intimidating to novices and boring to veterans. Let's continue to not be silent on this issue.