Except, a normal 8man duty has 4 dps, 2 healers and 2 tanks. If we consider the pattern from 5.0 onward repeating. We will get 4 dps each cycle, and only 1 tank and 1 healer. Which realy puts the dps ahead in option count.
But it gets more complicated, since we do need to consider its type. Physrange, caster and melee have a big diffirence in usecases. Where melee is nearly always free. Melees because of that are the most graceful in duties. There is only 20% chance your job is taken already in just the melee slots.
Caster and physrange have more competition, since they normaly only have 1 slot, and some jobs are highly prefered (and some very quickly kicked) in savage content. Lets say these jobs to get a big rework (making them fresh enough so this behaviour isnt justified), that still means 4 casters and 3 physranges are competing with each spot.
If we deem them mixed (which in the case of reworks could be possible), thats 7 jobs competing with 2 slots. But this is unlikely (although, if instead of phys/caster we consider selfdps/buffer, this can change again).
So on that, i do think tanks and healers are both in higher demand. And tanks allowing a slightly more flexible fill, getting healer is definitely a good thing.
But i would say that for dps, we do need a ranged dps that damage wise can compare with a melee, as this does allow more flexible filling and competition with a melee position.
So yeah, heal+dps to me does still sound like a better idea. Then for 9.0 followed by tank+dps again. But in the end, since the pattern can still just repeat, it realy doesnt matter. It only matters that we get enough support options. And on that, if we get 1 healer added, since its either going to be pure or barrier, the other type will instantly go into the demand state with it. So on that, i do now hope for tank+dps, and for 9.0 and 10.0 2x healer+dps (and then a long wait for the next healer). (or in 10.0 tank+healer, although not having a dps while it being most popular might be awkward)



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