What If? Healing to DPS as a Healer

The problem is that you don’t spend all available global’s on healing. And dps spells are generally more mana efficient than spamming heals.

So you’d either go oom very quickly, or you’d simply do to little damage since you’re not using a damaging spell on every potential cast.

I get what you’re trying to do by making it so healers will be dealing damage while still performing their role. But the issue for healers that don’t want to dps isn’t that they’re opposed to having damage tied to their rotation, but rather that they’re lazy and don’t want to toss out a flame shock, lava burst and lightning bolt every now and again between healing uptimes.

So this change would add a bit if minor damage to the run, but it wouldn’t make the healers use spells outside of their healing windows.

So then we’d be right back here telling then to do something other than being afk. If it’s not a dps spell to help out then you should be casting a heal 100% of the time in combat. (Going oom in the process and doing a ton of overhealing.)

It wouldn’t actually change anything. And Blizz would just have to end up tuning their dungeons around the extra bit of damage. So mobs and bosses would likely just get 10% more health to offset the damage and we’re back at square one.


A better solution would be for healers to be team players and just toss out a few dps spells between healing windows instead of standing there afk twittling their thumbs waiting for something to do.

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The issue isn’t so much about how it would work. It is more about what people would twist and morph it into.

If it has anything to do with dps, you already know - without a doubt - that there will be people who find a way min/max that. And when that happens, healing will be about dps. Some streamer will start posting about it, it will become the meta - annddd we are right back in the kettle.

No. No more of this bs. Healing should not be about dps. We are healers. That is the first and foremost what we should be doing.

Yeah, I wasn’t sure either so I had to look it up. I don’t play Holy Paladin. :sweat_smile:

Sitting here remembering the good old days when the only thing healers were expected to do was to make sure nobody dies.

I think that down the road this might lead to groups declining healer specs in favor of one more dps spec that can heal

Unfortunately it’s another afflicted week so get ready for healers to be scarce.

I fully get it. My thoughts where about those who cried when they found out many healers where DPSing at high keys. So then they all cried saying they where forced to DPS.

Me personally, I do throw out heals. I got Acid Rain, but I also got the talent that has a chance to reset and make Lava Burst instant cast from Flame Shock dmg ticks. So I can toss out a little DPS to keep from being bord. It isnt alot, but its around 8k to 10k free DMG and doesnt get in the way of any healing GCD.


Another spell that could do DPS without trying to get players to spam heals would be Earth Shield for example. Make it do a big burst dmg when it expires. This is something all Shamans should be keeping up on the tank anyway. But since it would only proc dmg when it expires (not when refreshed). Tank would need to be taking dmg and the shaman would need to wait till its charges run out for it to do dmg.

You’re girl is really pretty.

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Lol. Gw2 did this and it’s abysmal.

LOL their loss. Its actually not a bad week for keys… I got a few this week I want to get on 20s so I can get 2500 io and the achievement reward.

Not really. You can role healing, but your still required to DPS. But since that game has far far far less toxicty then WoW… Maybe they are on to something. I do actually play GW2 by the way…

I don’t think we’ll ever see the state of a game where everyone plays like a battle healer.

Disc Priest is a battle healer, but it has a lot of tradeoffs. You literally have the bare minimum in healing spells and basically no spothealing. Also, your overall damage is usually less than what throughput healers can do.

So it gets to the point where you ask where’s the advantage if I can do the same overall hps in a throughput healer, but also better damage.

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I’d rather it do AoE chip damage every time it loses a charge. That way you don’t have to let it expire completely. (Which you shouldn’t be doing anyway.) And you don’t have the possibility of the last mob in the pack breaking it and only getting damage on an already dead group.

Chip damage on charge loss would be more consistent damage I feel. But I get it.


I get where you’re coming from but it still doesn’t solve the healers dpsing problem. And like I said Blizz would just adjust mob health to compensate.

So if it’s 100% passive, then there’s no change. Mobs don’t die any quicker and healers don’t notice their own damage and still stand around doing nothing.

Making this change just adds more work for the developer teams for zero extra reward.

Caith above mentioned Disc Priest, its one of my fav healers. But she did name off a few issues with it that I agree with. Which is one reason I am on my shaman.

Disc IMHO is fun to play when you can DPS. You never feel like your sitting around waiting for you microwave to finish your popcorn. But once DPS stops, your healing is sub par at the best of times.

Me personally, I would like to see all healers moved to support roles. Where they DPS’d and healing was passive. But I know from past post on the topic people hated the idea and want to crucify anyone that suggest it. So this is why I thought I would post this topic. :grin:

Can confirm. I have pitchforks at the ready.

The problem is if they give healers an extra 30-40k dps, they’ll just bake that into mob health across the dungeon to keep the same playtime in the dungeon. It just makes people feel better. I’d they took tank damage down to 20-30k and modified the threat multipliers, the timers would have to be adjusted. It wouldn’t make any difference really. You’re still spending 25-35 min in that m+. Or x many hours in that raid. It’s by design.

What this would do is just make people feel better, and decouple us from feeling like deadweight.

If it’s not passive damage though, or attached to the whole healing kit, you’re going to get super wonky runs in the pug community because not everyone is playing optimally.

Right now on dk, I’m encouraged to stand in my death and decay, I’m encouraged to heart strike over marrowrend when my stacks are good or CDs are almost up, so the dps comes naturally with how I build resources for my defensive mechanics (bone shield and death strike). Healers would probably be designed similarly, appropriate play rewards a good damage profile.

But as a group does better mechanics and overhears a dungeon, the HPS requirement plummets. So now all of a sudden if you tie damage to healing the fights take just as long because dps aren’t taking damage for you to heal. I don’t think this works because you actually get worse as you get better. This is why we have the dps trade off, you do either or with slight overlap (acid rain on shammy, or spinning crane kick on monk). They’re plenty of healing on lower keys, but you need to supplement later on.

Not sure this will work like you want it to in practice.

I mean holy paladin already does that essentially with lights hammer or holy prism, and holy shock. We convert healing into DPS and vice versa constantly, in that I can damage to generate holy power and turn that into healing, or heal to generate holy power and turn that into damage.

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But Disc and Mistweaver already exist and they didnt increase mob health to compensate.

I mean holy paladin is there too, in fact we got nerfed damage wise several times because of that fact. Damage is always in a wonky state with WoW TBH, it’s just how it goes with the game.

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Apart from MW’s mystic touch, is any of their damage passive as you’re describing though?

I’m a big fan of healers contributing to dps, but not in a way that would be necessary. In other words, it should be the healer’s choice to dps or not. I don’t think content should be developed around requiring it (with the sole exception of infinitely scaling keys, which by their nature, would eventually require everyone to be dpsing when completing very high keys).

Disc and mistweaver aren’t putting out meaningful damage really. Heck, even in tanks we see a 20-30k overall dps swing in what numbers they’re pushing out between classes. Some variety is fine, but I’m not looking for holy plds because they pump dps when building a group. It’s a non-thought. I’m building around cooldowns for the dungeon/week and looking at IO/Ilvl. That’s a specific meta build that pops off for holy, I’m not seeing pug holy plds sitting at 30k dps overall - like ever - at least in the 12-18 range where I typically play.

I’m talking about a design decision across the board, healers now do tank damage. If they wanted us finishing keys in 15 minutes, we’d have 15 minute timers.

No. This isn’t necessary at all. It doesn’t solve any problems because you’re still going to need to spam abilities, it’s just that that now the meters are going to look at overhealing versus damage dealt.

What needs to happen is ‘healer’ players need to realize they’re playing a class, not a role, and embrace that mentality.