It's basically like... How to explain it. Hm. Let's take Bard as an example. You can do EX roulette by just spamming Burst Shot, not using songs buffs or DOTs, just spamming 1 over and over. In Savage you have to learn your full rotation cos of enrage timers, right? So BRD is okay and not in this situation, because when someone is 'good' at Bard, and uses their full rotation to clear Savage, they can still use that full rotation in the lower stress EX roulette and have some fun there too. Nothing stops the player from using as much, or as little, of the BRD rotation to get through the lower level content, and that's fine. Good even, because not everyone is going to know the rotation for the class, not everyone goes to the Balance to look it up
By putting all of the 'fun' as being derived from 'how hard do I need to heal' for healers, Savage prog is fun, sure. But as we learn the fights better and better, less mistakes occur, mit becomes more consistent, gear goes up, we have to heal less. And that removes the 'fun' for us. And in lower content like EX roulette, if we're used to the 'amount of healing required' in Savage, we never get that in the EX roulette. Essentially, the devs swapped the source of fun from 'the class itself' to 'the content you're doing' for healers, and that means that if the content is lacking, the class cannot make up for it. If we had a Tank-esque damage rotation, we would still have something to 'have fun' with even in lower content. Instead, we are given one DOT, one spam skill, and if we're lucky, something on a 40-60s CD to throw in burst. Only AST gets to have something more, and that something causes me RSI so it's not ideal. In BRD terms, it'd be like saying 'the more gear you get, the more you're FORCED to use Burst Shot instead of OGCDs or buffs'. It's not a choice for healers, if we can replace a healing GCD because it'd be overheal, we either use our one spam skill, or we overheal to no effect except wasting MP.
The devs are averse to the idea of 'give healers a more involved rotation' because 'it would be stressful to keep up with for new healer' or 'new healer would feel forced to use damage' or whatever excuse, but there's solutions to that. Like I've said many times, balance potencies so that the difference between 'full optimal' and 'spam Glare' is really close (I got my suggestion down to a difference of 160 potency per minute difference, for example). It should also be clarified, I'm not even asking for like, GNB speed for the healers. I've seen one person over in healer discussion made a SGE idea that plays a bit closer to GNB in speed, but personally, I'd be happy with them all just getting up to parity with WAR. If you condense it's 123 down, it'd have Path, Eye, FC, Infuriate, Inner Release, Inner Chaos, Primal Rend, Onslaught and Upheaval. WHM, by contrast, has Glare, Dia, Misery, Solace/Rapture (to prep misery), Presence of Mind. My suggestion is simple: Add a 15s cooldown GCD called Water (later Banish) that is 40p stronger than Glare, and rescale Dia to be 12s instead of 30s. If they want to go further, re-add Cleric Stance as a 60s CD selfbuff of 5-10% damage, ala Trick Attack for NIN. (full info on that idea can be found here) That would make the gameplay look like this, and because I think the graphs illustrate it better than words ever could, a 1min loop of our current GCD uses, and of 'my proposed fully optimal, dump everything in raidbuffs' rotation, can be seen both on the linked post, and I'll drop them here too for accessibility:
![]()
Think of the classes as the lenses of a pair of glasses, through which we see all the content. It doesn't matter if the landscape you're looking at is beautiful, if your glasses are scratched and dirty, because all you'll see is scratches and dirt.