Depends on the key. For me personally, I’m usually doing somewhere in the neighborhood of 40k-50k over the course of the whole dungeon.
Keep in mind too that I was looking at +20s. Generally speaking as you go up in key levels, the people around you are more skilled and their numbers will be higher. I don’t expect to see numbers that high in a +2 since if they’re pumping like that they’re not going to be plateauing in a +2. The relative rate of 6% total group damage should hold though. In my last guild run my healer did 4% of the total group damage as a Mistweaver. So some amount of variance compared to the Evoker I was comparing to before but still a lot higher than the numbers you were throwing out.
The average healer does like 20-30k DPS overall in a dungeon. Sometimes more depending on which dungeon, sometimes less. Also depends pretty heavily on how good your group is.
Not really a negligible number, but also not required. I’ve timed plenty of keys where the healer did like 6k dps and that was basically because their kit forced it. Not really sure where the magic key number is that healers need to do damage. Maybe 23 or 24? Idk
It’s not a question of ‘good.’ It’s a question of difficulty. On a long enough time line you will hit content where the healer needs to contribute DPS, because you defeat bosses by killing them, not healing.
Plus if you spent 5 minutes looking at average parses for high end content, yes, the healer contributes.
Everyone needs to contributes to the success of the party. That includes things like DPS using self-heals and defensives because it’s not technically the healer’s job to keep them alive, and tanks maximizing DPS because you don’t kill a boss by merely holding threat on them. And yes, that means the healer needs to contribute DPS. Some bosses it’s understandable you wont be doing this- many M+ bosses are balls-to-the-walls who simply don’t have downtime. But for every Fenryr who doesn’t really afford you any time to do anything but heal, there’s an Eranog, where you’d have to try pretty hard to both constantly heal and not drive over healing.
If your party is topped off and there’s no reason to pre-empt a boss mechanic like a tank buster, there’s no excuse for not contributing. If you just stand there, being called out for it doesn’t make me an elitist, it makes you lazy. Not saying that’s a good or a bad thing, but if your party wipes, especially over trivial amounts of HP on the targets, that’s on you.
I like it. Tired of the QQ of people saying, “healers should dps if they’re not healing at that very second.” IMO, nah. Healers can chill if they’d like, the group will pull through either way. Most of the time healers may seem like they’re not “doing anything” but on the healers screen they are probably waiting to see if X class is about to miss a mechanic again and lose half their health. Which happens 50/50 of the time, hah.
TLDR: Even if healers aren’t mashing buttons every GCD, they are actually doing stuff. Chill.
Its good that they want healers to do their intended roles. Having healers do dmg constantly or runs fail means the dps aren’t doing their jobs… Now that also means that they have to make more balancing changes for specs to do that dmg though which is lacking on many.
When the boss hits zero HP. This means that everything the healer does that doesn’t keep the team alive is a waste of time. This counts for both over healing and time spent doing nothing.
If you don’t want to do anything but heal that’s fine, there’s no shortage of content where that’s acceptable. But most people would tell you that in serious content, “acceptable” isn’t a good mentality to have.
You mean bursting for 15k with moonfire, AS, Solar Flare, Convoke, swap into cat form, drop three bleeds, swap into moonkin to spam those spells isnt as easy as a prevoker pushing 1-2 buttons to do more?