Sargon16 wrote...
Also heals help when mobs do overwhelm or
grab style moves. I know there are abilities which free the person, but
they always seem to resist.
Or the person with the interrupt move is the one getting smashed, or its on cooldown, or theyre out of stam, etc. A lot of times tanks are taking the most damage while theyre stunned or incapaciatated (high dragon fights come to mind).
MrFish wrote...
...because the CC is so good, hard fights tend to come down to CC or die. of course it's not always like this... heals are ... a viable option to not CCing everything or chaining pots.
There is nothing wrong with CC at all! Its good business; why let 8-10 mobs pound on your tank(s) when you can neutralize all but 1 and kill them at your leisure?
CC doesn't have to be an alternative to healing; why not both? Set your mages up with primary tactics of healing and put single-target attack spells at a low priority. If you have enough slots, you can even assign specific heal priorities like heal yourself first, then the tank, then the other mage, then the melee, etc. Micromanage your CC of course, but if you have to switch to another character your carefully planned, intricate tactical strategys will work for you.