Quote Originally Posted by SylvAlternate View Post
Haven't read the entire thread so sorry if this was already brought up, but it would be nigh impossible to give healers a tank-like rotation without going over the controller button limit or removing useful healing actions

about half of a tank's entire toolkit is dedicated to dealing damage, if we take this to healers then controller players get fucked with like 50 buttons they need to press
and as for removing healing actions, the only one that you could really remove on Scholar is Physick, I find myself using every single other ability several times a fight (adlo, succor and emergency a lot less on reclears, but they're still essential)

the only way to give Healers an interesting rotation is either something lke SMN where youre still basically just spamming 1 button, or expanding on gimmicks like cards, aetherflow and lilies in ways that don't require too many buttons
You can be really strategic with how actions work to promote more actions without increasing button totals. Take the new SMN for example. Overall rotation aside... it does a really great job of using certain buttons for multiple things and change it according to your actions. An example they did for SCH was changing Consolation so that it now replaces Summon Seraph while Seraph is summoned, because there's no actual need to have access to both buttons independently. There's room still to consolidate on the healers in places, such as Draw and Play on AST and Aetherpact and Summon Eos/Selene on SCH. A suggestion that was brought up a while ago on the healer forums was removing Esuna and making Cure/Physick/Benefic/Diagnosis remove 1 detrimental effect instead which a lot of people liked. Giving AoE spells some type of purpose in single target situations, such as providing some type of buff or debuff you would want in single target environments, would take an existing button that currently has no use in boss content and add it to your "rotation." SGE specifically could cut certain buttons and change them into offensive spells that instead grant the replaced effect to their Kardia target. For example, kill Krasis and replace it with an offensive spell that's as strong as Dosis III, but increases the amount of HP recovered by your Kardia target instead of just healing them. That could give SGE a more versatile offensive library while interacting with its core mechanic more. Then there's also the arguement that some OGCD healing could stand to be culled as we have an excess of healing resources in regards to most content right now.

So I do think there's room to more adequately balance each healer's tools between offensive and healing, and that can come in varying degrees.