Fighting the Aether dragons in the role of a healer made me realize something that is fundamentally broken about this game: You can resurrect people over and over in the middle of the fight, and that makes it so there effectively is no real reason to be good at healing. I play as a specialized life mage, and I started to realize one thing: My healing numbers didn't actually matter. The fact that life spec cut the cast time on my rez in half mattered. When that dragon decides to triple fireball someone into the ground there is nothing I can do to heal them. When it crits someone for 800 damage when they have 700 health there is nothing I can do to heal them. However, I can resurrect them over and over and over. So can everyone else in my group, it just takes them slightly longer to cast it. So effectively, there are only two ways you ever lose to a boss: It causes a total party wipe so quickly that nobody has time to resurrect people, or you simply don't have enough DPS to overcome its regeneration. You will never fail to beat a boss because you didn't have enough healing, which means tanks and healers in the classic MMORPG sense aren't really a thing in this game. You don't need healers who produce high healing numbers, you just need enough resurrections to keep the group going, and you don't need people who's hitpoints are tough to take away as a healing multiplier either because of that. This is a real issue with the game, because it eliminates a lot of dimensions to boss fights. They could add a boss who does 100,000 damage with every hit and it wouldn't be any more difficult than a boss who does 1,000 damage with every hit, nor would it become impossible to defeat. With Aether dragons we're already past the point where any player can actually survive a determined attack by the boss and receive healing, but we're still happily farming them. The only place the devs have to go to make fights harder is to either give the boss higher regeneration, which requires more DPS to kill it, or make it kill people faster, andin larger numbers, to wipe the whole raid. Either way, the scaling is fundamentally broken because of infinite resurrections in the middle of a fight. Resurrection doesn't even have to be on your combat bar for this to work! Suggestion to fix this: Don't put bosses in the game that instakill people unless it's a mechanical kill that is meant to be countered or avoided instead of healed through. Dial the health pool, healing, and damage in so that it really is a battle of damage vs. healing, modified by how hard it is to destroy each hitpoint. People need to still be alive after taking a hit to be healed. Alternatively make it so that when someone goes down their HP goes negative, and if they are healed to above zero within a couple second grace period they don't actually die. Then add a debuff that renders people unable to fight effectively that bosses apply when they kill someone. Maybe make it a stacking debuff that doesn't affect you until you have 10 of them stacked up, so that way you can do easier bosses that only apply 2 or 3 when you go down, giving you a few resurrections before you're out but then a really hard boss might instantly hit you with a 10 stack. With those changes boss fights could actually start to become challenging and fully explore all the dimensions of the system, instead of basically hinging purely on DPS, because resurrections turn all healing into a binary affair of just putting the people who went down back up.