
Originally Posted by
Renathras
The question was "how in-depth would a healer rotation in Lapis Manilis have to be for you not to be bored?", and this meaning "running it for ~8-9 months".
And I answered. You might not like the answer, but it was given. I think that the changes to WHM that I have posted, almost a year ago now, would be enough to keep healing EX roulettes interesting to me, and also be casual-friendly enough that SE might actually implement them if anyone actually sent a copy across the design team's desks. Not much chance of that happening though.

Originally Posted by
Renathras
I genuinely don't think anything that isn't a full on DPS rotation will meet that requirement, especially when we consider most of Lapis Manalis is AOE rotation burns, not even single-target rotations. Even most DPS AOE rotations are, what, around 5 abilities? Most have a 1-2 AOE combo with a third CD and a couple of oGCDs and a self-buff.
So, you want to talk AOE? How about this:
-Holy builds 2 'Nature Gauge' per mob hit. In an average wall-to-wall pull of, say, 7 mobs? That's 14 gauge per Holy cast.
-50 Gauge is used on BOTE, a 500p AOE heal. Helps keep the tank alive and is damage neutral
-BOTE then turns Glare/Banish/Dia into Quake, Flood, Tornado for one cast of each. Each of these abilities does more damage than Holy thanks to having 50% AOE falloff, and also build some gauge.
-Assize is still a 40s OGCD blast of damage.
-Solace/Rapture can be used to keep tank alive, and Misery refunds them.
Oops, with just two additional keybinds I've accidentally made an AOE rotation on WHM that involves as few as two buttons like we have now (Holy/Assize on CD), and as many as up to
eight, should the player feel like partaking in said additional buttons. I guess that's like, five buttons too many for your liking?
You say it yourself though, AOE rotations even on DPS are not super complicated things. A lot of aspects of them can be skipped over if the player is not super confident with them. I don't remember to use Thunder 4 on the few times I play BLM for a dungeon run. Stuff still dies, and I still enjoy how satisfying and chunky Flare's damage feels. I've seen people forget to put up Death's Design on RPR. I've seen people forget Moulinet exists on RDM, instead using the single target combo in a pull of 7+. And of course, I've seen people just not do any AOE skills whatsoever, builder or spender (more common on SAM, it feels). Despite all of this, with regard to my own suboptimal gameplay I have never, in my 8+ years of playing, been yelled at. I don't do all of these though, only the Thunder one sometimes. I know what Death's Design is, honest (don't see why it needed both an ST and AOE applicator though)

Originally Posted by
Renathras
DoTs are actually more complicated than SMN, so asking for a shorter/more frequent Dia would, actually, be more complicated than SMN. Just so we're clear on that. Again, "onebuttonmacro: The Job", remember?
/ac "Banish III"
/ac "Flood"
/ac "Glare III"
/ac "Quake"
/micon "Glare III"
Now you don't have to think about Banish being a thing, it automatically gets used on CD. And the people who want to have control over when it's used, because they enjoy optimizing their job, can do so. Everyone happy. Except you, because you have to press Dia 3 more times a minute

Originally Posted by
Renathras
"But one healer will be left out!"
And? You'll get multiple options to play and not be bored. The only downside is if you specifically WANT other people to be unhappy by not having current healer gameplay exist. Which is not a good position to hold.
I have an alt. It only has SCH levelled to max right now. I only use it to help a friend reclear fights her static has farmed BIS from, so that she can be their 'taxi' into the later fights. Let's pretend that every healer gets changes and SCH is the one left behind. You're telling me I have to level a whole new job to max, or buy a boost for one, to partake in 'the higher level of fun that I desire and expect from my job'? I do not see how that's a solution.

Originally Posted by
Renathras
I mean, serious question, would applying Dia 2-3 more times a minute REALLY make you running Lapis Manalis super fun and engaging to you? REALLY?
No. Not in isolation. But that's why it's not the only part of the suggested changes. Changing Dia to a 12s DOT on its own takes our Glare count from 18 per minute to 15. That's not much of a difference, and you're right, we'd be back to complaining within the week if that were the only change. But I didn't just ask for 'Dia to 12s pls', I listed several other small changes that, in a great display of 'greater than the sum of their parts', took the Glare count per minute down to 7 (or 8 if you count Quake as one too).
As an aside, I'll just quickly do the maths on what a 7mob AOE pull would look like for GCDs per minute, if you wanted to 'fully optimize everything'.
-Holy (+14 gauge per cast) x 11 (gives a total of 154 gauge)
-BOTE (-50 gauge per cast) x 3 (total cost of 150 gauge)
-Quake x 3
-Tornado x 3
-Flood x 3
-Solace/Misery x 3
-Misery x 1
Hmm. Maybe being able to do 2000p of healing (via BOTE) per minute in an AOE pull is a little excessive. Definitely would make you feel like a 'healer' though, cos that's a lot of 'healing' you'd be doing
edit: did the maths a bit wrong previously on the above AOE example. It now has 27 GCDs out of a possible 24 per minute, so I guess you'd have to choose which things to swap in/out as the fight progresses. EG, if the tank doesn't take much damage, you'd ditch the Solace/Misery loop. Or maybe they take a bit, and you use two Solaces on the first wall to wall, then one more and the Misery on the second wall to wall. And if you need tons of healing and need all of the Solaces right there, then you'd throw away Holy casts to be able to fit those Solaces in, as they're less damage than the other things