... is grim and stale.
And by end-game PvE I mean veteran trials (both without and with hard modes, score runs, etc.)
What are we getting (apparently) with Summerset?
Nothing.
Well, actually if we got nothing, it would be ok at least, but we are getting less than nothing, we are being robbed. But lets analyze it.
1) Staffs and 2H weapons, generally, are being counted as 2 pieces of a set.
Nothing changes for healers, as we have to use Master Restoration Staff all the time. So we stay with 2x 5-piece set + Master Restoration Staff. The only monster set that restores stamina to allies is Sentinel of Rkugamz, but the spider dies quickly, does not move, it's range is small, and you can't control where and when it spawns. So there is no way it could replace Master Restoration Staff. Especially after you fixed the position of stamina restoration effect around the target of heal, and not the healer itself.
2) What sets are we using right now?
SPC + Mending - this is the ultimate combination of every healer. Every time at least one healer in the group must wear it.
So one healer is stuck with the combination mentioned above, the other has some options:
SPC + Jorvuld - good for score runs as it gives the best dps bonus. Apart from that? Not very good.
SPC + Sanctuary - good for the last boss in vHoF. Good, a set useful for one boss in the game

SPC + Twilight - minor force for magicka dps ... oh, wait, with Summerset, everyone has an access to Minor Force buff, so this set will become useless. However, stamina DPS rule now, so the set is somewhat lacking anyway.
SPC + Worm - currently it has the same state as Twilight, but it still could be useful after update. But right now, nobody uses this set.
SPC + Aether - A bit better than Sanctuary, you can use it for 2 (or 3) bosses in the game

)
... and that's it.
So if currently 99% of the time the combination on healers is SPC + Mending and SPC + Twilight, with Twilight becoming useless after update, what are we gonna use? Probably SPC + Mending on both healers. Oh, great.
3) Non-templar healers are getting buffed and will be viable for everything.
Except not. Don't get me wrong, I believe all non-templar healers are viable for vet trials. As a Sorc healer myself running vet trials, I would be a fool to say otherwise. But the truth is that we *are* somewhat lacking compared to Templars. Especially in hard modes. But you may say that non-templar healers are getting burst heals and other nice things.
But who cares, burst heal is situational and not that important. Of course, it saves lives and it's a must-have skill on a bar, but truly: Sorc burst heal is the strongest burst heal in the game with easier use than Templar's Breath of Life. Does it make Sorc healers better and more desirable than Templars? Certainly not.
So what makes Templars better than other healers? It's the access to the important debuff - Major Maim. Are the other healers getting access to it? No, not at all. So nothing changes.
So what must be changed to make the game more fun for healers? How to change the 3 fun-blockers described above?
Add 1) Give us other ways to get the effect of Master Restoration Staff.
It can a monster set, it can be a 5-piece armor set, it can be a special skill. Just make it the way we can choose and we have a possibility to experiment. Without it, we are stuck with 2x 5-piece set and the Staff forever.
Add 2) Remake the sets in the game.
There are hundreds of sets in the game. Most of them are useful for 1 special occasion or for 1 class. Why not get rid of them and make couple of base sets with various effect on the last piece? For example on jewels, everyone can choose between Magicka / Stamina / Health Recovery, Spell / Weapon Damage and many other effects.
There so many sets that do the same - they proc damage on some condition. All these sets could be made of the same base armor (4 pieces) and the last piece would be the piece with the special effect. And you can go ahead and let us choose the effect of the base armor.
Summoner? - 4x Max Magicka enchant + Necropotence last piece with the effect.
Healer? Magicka recovery enchant + Mending last piece with the effect.
With the "base" sets and special enchants you can just introduce these special effects without destroying the whole set just because there is a "+2% healing done" as an effect on the third piece. You can even go ahead and make the fifth piece somewhat variable?
DPS - procs damage
Healers? Procs heals / buff / debuffs.
Tank? procs resistances / buffs / debuffs.
We do this anyway with jewelries, so we balance out the effect of armors with enchants on jewelries (e.g. if the armor has + Spell Damage, we put + Magicka Recovery on Jewelries).
The whole point is that you can introduce new effects without getting the set locked up for the special role just because you put +2% healing done on some pieces. Why healers don't use Alkosh? Because it's a stamina set. Wouldn't it be cool to make it possible as a magicka set and give tanks to wear something else? Or Ebon on DPS? Or Mending on Templar tanks so they can use class abilities to proc it? So many new possibilities and a change for non-DK tanks to be invited to end-game PvE.
Add 3) Give all classes access to all important Minor / Major buffs and debuffs.
Now, wait a moment, I'm not saying give all classes the same skills. I will explain it on Major Ward and Major Resolve buff.
Every class has an access to Major Ward and Major Resolve for itself. Buf every class has it a bit differently.
Sorcerer? Lightning theme - Boundless Storm.
Templar? Fire theme - Rune focus.
Warden? Ice theme - Frost cloak.
All these skills are class skills and have their own effects and their own flavor. They are not the same, yet they do the same. So even if some skills are harder to use or have some other conditions, the result is the same - every class has an access to Major Resolve and Major Ward and they do it their way.
This should be the reason why someone picks up the class - because he wants to be a cool healer with fire (or ice, or lightning). Not because only this one class has an access to Major Maim and thus everyone else is useless.
You made the right move with burst heals - every class will have it as a class skill and they will cast it their way.
Sorcerer? Via Summons.
Dragon Knight? Via damage (Obsidian Shard) etc.
This is the right move!
You didn't make it right with tanks though - chains should be a class skill, so every class feel unique, even if they do the same in the end.
So right now, maybe we are going the right direction, but we are just beating around the bush. There is no real change for healers. Templars will be the only ones invited to veteran trials (unless you prove yourself really good), and the only ones viable for score runs.
/discuss
Yes.