Quote Originally Posted by Osmond View Post
Then the same logic has the apply to DPS. From bursting to rotations. If this type of planning ends up boring, then the later also has to become boring as well. I do thought of this for some time. Reading feedback of others….with the lack of a consistent consensus. I don’t see this type of pattern changing anytime soon so I can see the devs applying occam’s razor in their decision making and why I replied that statement.
The difference is in the application during the fights itself. Even the more rigid DPS jobs (DRG/MCH) have things to work around like hitting positionals (DRG) and avoiding drift (MCH). Achieving optimisation on a DPS job is often more than just following a script.

Healers, on the other hand, is just all about resource planning. Every resource you have is on a 30s+ CD, optimising healers tends to be just spreadsheeting and then counting your filler spells until the next CD you have to press. I think the only other job that involves spreadsheeting was old PLD, but they at least had the benefit of needing a different plan on every fight. If you take a look at the damage profiles of the fights in savage, the damage profile is roughly the same, meaning as a healer, you only plan once and then can transplant that same plan onto every fight.

Put simply, while you do follow one "optimal rotation" as a DPS, the way the tank pulls the boss and how often your procs happen does change your play from pull to pull. Healers don't have the luxury of secondary systems to engage them, it's all just flat cooldowns and resource requirements, all the while you're mashing the filler key and refreshing your DoT every 30s like clockwork.

People aren't joking when they said they count their Broils to know where they are in the fight.