Quote Originally Posted by ASkellington View Post
BOTH sides need to change. Which one comes first I don't care. They can increase the healing parts of the game; its not going to stop me complaining that outside of group content DPS on healers is abysmal, uninspired and still needs to change. Especially because you and I both know they aren't going to increase the requirements enough so that we don't have any down time. Its LITERALLY not possible. Even with a smaller healing kit.
Fully agreed, but...

Quote Originally Posted by ASkellington
Holy does not need to be more prevalent in WHM's kit. It can stay as it is as a reference to its previous incarnations. We now have Glare and Dia to support it and I'd argue the lily system as well. Giving back Stone/Aero and/or a new water damaging or support ability back to WHM both fixes the problem that mains had with the switch to Dia and Glare as well as gives WHM more to maintain. And I would prefer it over putting Holy into the rotation.

Because Holy does not equal Misery or even RDM's post melee spells. Holy being introduced into the rotation would be the same as doing Malefic into Gravity. Or using Jolt and then instead of Veraero III you use Veraero II, on a single target. The damage would be fixed (because it wouldn't be the same as if you just randomly hit it), but its just as tone deaf. I'd rather not have it.
I see absolutely no appeal in purposely leaving Holy as button-bloat in single-target situations. There's nothing wrong with making it a situational/infrequent ST-GCD-#4.

(Personally, I love when utility sees overlap, like Rockbreaker often being the only way to keep up GL3 all the way to meteors in T9/T9S, or Sonic Thrust being useful for uptime and BotD/LotD on Neo Exdeath. It's often best that certain situations do exclude certain actions of shared opportunity cost, but never categorically; having Glare lack even an infrequent use in AoE or Holy even an infrequent use in ST just seems wasteful.)

Imagine ARR through Stormblood BLM, for instance, if Flare were purposely made useless in single-target. Just... why? Bonus damage to primary target / (higher base damage and) reduced damage to later victims is enough to deal with tuning implications.