You are argueing a purely theoretical difficulty based on the number of buttons.
You will excuse me if I prefer to judge classes according to reality - not some theoretical complexity that may or may not exist in a parallel universe but it certainly doesn't exist here. And like it or not, in an extremely dps-focused game the complexity of a class has to come at least partly from the dps side of the kit. If it didn't we could just give all tanks one dot, one attack and the rest of their buttons dedicated to mitigation because they're tanks, dps is not their focus.
I'm sure that would go over well.
The reality is: a WHM almost never uses Cure I, II, III, Regen or Medica in any max level content nor the majority of leveling content once past a certain level. Even Medica II is relatively rare among healers on the safety heal-side. Most average at 10 casts per fight which is very little over a fight that goes on for 7-9min.
So that means 6 of those buttons that add to the complexity of the healing kit (and we'll ignore for a moment that they're all straightforward "push button, hp bar goes brrr" heals) are already barely, if ever, getting used.
But yes, I suppose that if you replace 6 buttons we almost never or never use with equivalents of skills that WAR frequently uses at all levels (once unlocked) and in all content then they're very similar.
Not exactly a argument to support your assessment that WAR and WHM are similar.
The biggest difference between WAR or rather tanks in general and all healers is that for tanks it got acknowledged that they will have plenty of downtime during their tank duty. They didn't extend the same curtesy to healers even though they face the exact same problem and even the most casual healer has to deal with an obscene amount of downtime.


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