Quote Originally Posted by Archwizard View Post
On the one hand, I can understand why healers have such simple damage rotations: in theory, you may have to interrupt any complex combos to heal the tank or party.
Sure, but... not all skills interrupt combos anyways. I don't want to see combos for healers --as the only complexity that adds is a bit of extra damage window restrictions (that ultimately remove further SpS tiers for particular raid buff durations), all in place of actual separate/separable abilities-- but they'd probably just flip the long-precedented switch and make it a non-issue anyways.

Nor would all combos need to path only into other offensive skills. Glare->Cure II, for instance, could also apply increased Defense, extended max HP, or... further sap Accuracy from enemies in an area around the heal's recipient, etc. Biolysis -> Adloquiem could cause enemies striking the target to be afflicted with a tick at a time of Bio (stacking up to the original duration), until the Adloquiem is consumed/expires. Etc., etc.

/Mostly agreed on all other points.