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Rapporter et problem med oversettelse
If they removed companions from dungeons and instances, like in PvP, you would see an influx of calls for Clerics.
Also, the threat mechanic in the game is barely functional currently, so there isn't as much need for concentrated healing, since tanks can't hold agro and enemies spread damage around all over the place.
When I was in the lower levels' dungeons and skirmishes, I was quite upset when I found that while I could and did reach the most health points healed in each one, I didn't seem entirely nessicary.
The turning point for me was the Lair of the Pirate King dungeon, (and a few skirmishes). For me, those were the first time my party members started really needing health. Companion clerics only heal so much, and overlapping damage of minions and high dps bosses can kill in an instant.
I didn't know until it happened in Pirate King, but if all your party members die, you start the boss battle alllll over again. If your party members have to use all their potions in the first one, you're boned in the next one or two (or ten. I've done ten before and then I left the party). Once even one of your dps players dies, it's a domino effect.
If you want to feel more important or more helpful in a more direct way, killing the little dudes that spawn during the battles will help your tanks and GWFs go for the gold. Other than putting astral seal on the boss, I wouldn't spend too much time on him other than your daily powers (depending on the ones you're using). But all that of course, is up to you.
As for endgame content (which I know is a ways off, but could still help to know), healing-based clerics will struggle with the non skirmish and dungeon PvE a little, but it is very much still doable. It takes more skill and finesse for me to complete the campaign dalies than my level 60 Hunter Ranger friend. But it's still very doable.
If you regret your decision to choose healing, by all means, go for dps. But if support is a role you want to play, your day shall soon come.