Yes, it's good to farm those sets, but don't burn yourself out doing it.
As for rotation, just remember this flowchart: buffs/de-buffs -> resource support -> active healing -> dps
Buffs/debuffs: Combat Prayer, Regeneration, cleansing ritual/runic focus, power of the light/purifying light, elemental drain, lightning blockade
Resource support: luminous shards/blazing spear, healing orb
Active heals: breath of life, healing springs
Dps: Jesus beam, jabs
Your mileage may vary from each of these skills, but these are the skills most commonly picked in 4 man content. (Trials have a slightly different set up)
In 4 man dungeons, with a group that isn't brain dead, you will almost always skip over your active heals as your buffs/HoTs will usually be enough to keep your group up.
Thing to understand is anything that helps Spell Damage, Spell Critical and Magic Resources will help a healer. I have been healing for 3 years now and I still don't have any of the "special" sets. I run Julianos 5 piece, 3 Piece Willpower, 2 Piece Vicious Death (of all things) and 1 Molag Kena and I can keep any decent group alive in any content. I am one necklace away from using Light Speaker on my Healer. If I ever get Spell Power Cure, fine, but I hate running Vet WGT for the Jewlery, so it may never happen.
So, while the sets you are chasing are made for healers, I won't say they are required for healers.
Your biggest issue in the longer boss fights is resource management. Learning to slow down the rotations so that you only apply things as needed is probably as important as what rotation you use. Also, make sure you put some points into the Champ Passive that returns more resources on a heavy attack (Tenacity IIRC). I have 77 points in that.
Also, a quick note, you should have 75 in Tenacity or 100. Due to the way jump points work, putting 77 into Tenacity means that you're wasting 2 champion points.
Also, a quick note, you should have 75 in Tenacity or 100. Due to the way jump points work, putting 77 into Tenacity means that you're wasting 2 champion points.
I had two points left over so dumped them in there....
But your right, pay attention to the Jump Points.
The issue with Resources is, most people who come to healers, or tanks for that matter, came from DPS. They need to learn to slow down the skill rotations from the rate they did things in DPS.
Yes, SPC and Worm Cult help the group, but they are not required for healing outside of Trial Leaderboard chases. People are lead to believe that they need the BiS or Meta to have any hope in this game. This is not true. This turns the game into a gear grind rather than a game to play and enjoy the content. So, would the OP enjoy themselves more being a healer, or chasing the gear?
Not everything in the game has to hinge on, or be gauged by, Competitive Vet Trials.