Hi developer, I have brought this issue up on other thread(https://www.arcgames.com/en/forums/neverwinter#/discussion/comment/13122883
). Sadly it is closed due to reason only the moderator who closed it knows. Anyway, like the previous thread has pointed out, there an is issue between the synergy of paladin with other healer class. When a paladin is geared enough to keep the party safe with his divine barrier, there is little to nothing for another healer to do. Since this mod has made healer's job is to heal ( which is good ), there are no secondary role for healer beside healing. That makes 10man content where healer are put into cooporating with each other, felt too easy especially when working with a geared paladin. While paladin are keeping the blue bar ( divine barrier ) full, the party hp remain untouched which leaves other healer to have nothing to do. Non paladin healer roles feels more like a backup healer who waits for the party to get bursted down rather than a healer who are able to co-heal the party consistently with paladin. That just makes non paladin healer's job too easy and boring.
To solve this, either cryptic need to gives healer a secondary job to do ( like upkeeping buff as suggested in my previous thread ) when the party hp are full or giving enough difficulty to a content to have both paladin and other healer to contantly heal the group. Although the latter might create a problem for casual player who dislike challenging content and other problem that accompany with the drop in dungeon completion statistic.
Anyway, this is as general view to all content in this game. Its not a reference solely to Tomm. So if Tomm difficutly is hard enough to have both healer busy and challenged, then its good. But I'm sure the same cant be said for other content. Thats why i propose to give non paladin healer a secondary job like upkeeping buff. However, i believe there are other solution which I leave that to the open suggestion and discussion in this thread.