Quote Originally Posted by ASkellington View Post
They quite literally made tanks' 123 combo no longer able to be broken by their ranged GCD aggro attack and most of the healers heal on the oGCD where they can weave their combo. This holds no water.

Also, whoever said that a healer's rotation would look akin to a tank/melee dps? They can have debuffs that do damage on a 15s recast timer, extra DoTs to add on (which are press and forget btw), delayed damaging abilities akin to Earthly Star, or some combination of the above.

Any healer worth their salt is going to heal when they need to. What that looks like is going to be different depending on the healer, their team, the fight, and their gear. I may stop my rotation because I feel I need to heal half way through the 15s of the 2min window another healer may say, "no, you can wait" and be just as right as I cause they know you aren't going to die in 15s.

Neither of these responses are justification for not giving us extra dps.
As for adding extra DoTs, unless they have fixed the hard limit of effects that are allowed on a player or npc that will not happen. It is a pretty high limit and hard to hit in most content, but it has hindered performance before and no one wants to be stuck in a situation where their kit is being locked out because they can't get an effect to land on an enemy. There is already a school of healing that is a very small group but still believes that if you take damage that is avoidable you aren't going to be healed because it will take away from their DPS uptime. You have to play perfectly in all content at all times because if you don't then you're effecting healer DPS and that is inexcusable. They can easily make a small rotation that healing wont interrupt but I have a feeling even then people would be right back here complaining about how simple it is.