Not really, to be honest, and it’s also one of my biggest problems at the moment …
Short version : if there are no mobs to do damage to the PUGhell, you won’t need either Self Defensive or Self Healing, period.
When you don’t take damage, you don’t need to heal or turtle-up.
The problem here is doing enough damage at the right time and on the right targets, while still keeping mobility and reacting to mechanics … when you’re not sabotaged by the rest of the team.
Just one example, then I’m done : yesterday, Vortex Pinacle +14, Paladin as a Tank, Monk as a Healer, me with my BM and 2 SPs as DPS.
All went rather well up to the first Boss (that cloud king), even if I felt that the Tank pulled a bit too many mobs a bit too fast, because those stacks fo Detonating were climbing mighty high, I finished several fights against trash packs at 4% HP after spamming Exhilaration, Heal Potions and staying close to the Monk.
Of course, the two Shadow Priests, despite still having access to heals and absorbs, never used them.
Then came the Dragon miniboss … that cretinous Tank pulled the two Assassins with the miniboss, and stuck everything inside the green healing pool of that mechanic, while nobody but me tried to stop those Assassins to stealth and attack the DPSers.
A real nightmare, the mobs were getting healed faster than we could damage them, until he FINALLY moved the fight out of the healing pool.
Then, the Dragon boss itself … it’s where the intellect of the common mussel owned by the Tank showed : he systematically turned the Dragon towards the rest of the group before each breath, started berating us in chat instead of actually pressing his keys, got the healer killed then told him “Bro just alt-F4 and delete WoW”, and the final touch was that he just alt-F4ed himself.
All that to say : if you get unlucky enough to get into an horrible PUGhell with not enough damage done, or done on the wrong targets, you will take more damage than you will be able to survive, even with massive boosts to our current toolkits.
Damage matters first, because dead mobs don’t do damage to you, then mechanics matter, because pulling two hard-hitting mobs with nasty teleports and stealth attacks inside of a healing pool is frankly stupid beyond comprehension, then it’s group composition because some classes and specs mesh better with each other, and finally we come to Personnal Healing and Defensives.
I still think that the Self Healing of my Beast Master is far from enough, mostly because I cannot get out a Spirit Beast most of the time (do you have BL ? if not, get out), and that the cooldowns of our Personnal Defensives is way too long (double or triple of almost every other Defensive, with no Purge and no complete Immunity), but I’ve been in +14 runs where I did not need to use a single Defensive or Self Heal, everyone did their job perfectly without a word said.