So yeah what are the pros and cons of each healer? Is one better than another in some instances or are they all just equal?
So yeah what are the pros and cons of each healer? Is one better than another in some instances or are they all just equal?
Oh boy. You are inadvertently going to cause a "who is the most useless" war. If I had time I would in depth try to answer your question though. Q.Q
Eos:
Pros:
DPS PET
No Mana healing
Strong mitigation Cooldowns
Cons:
Life Linked to dps pet
Input lag
Warrior:
Pros:
HEALING VIA DEEPS
DEEPS
WARRRRRRRRRRRR
Cons:
Str nerf hurt.
7 other non-warriors.
Paladin:
Pros:
Battle useable stoneskin II.
Can block physical damage for another member.
Can cast Stoneskin 1
Clemency is now respectable....
Cons:
...For 1.0
Summoner:
Pros:
BATTLE RES
Cons:
Battle res bitch due to infinite mana
I hope this helped.
Last edited by Violette; 04-16-2016 at 11:07 PM.
It won't be a perfect analysis but I hope this helps:
White Mage
The healer healer, while healers have helains spells and mitigation abilities in their toolkits, WHM specializes in burst healing having a variety of strong unique spells that can be conbined with his short cooldown Divine Seals for strong and consistent heals. His mitigation abilities are borrowed from Arcanist as he lacks on it. WHM is slow but it pays off with huge healing output, not only that they're the only healer with mind party buff as today. His cons are that they lack abilities to boost party dps while his own offensive spells have high mana costs. Its a solid healer that can work just fine and its also the easiest to learn it, but at the same time they don't bring much to the table besides burst heals. I guess you could call them the Black Mages of healing.
Scholar
The shielding healer, his stronger spells all have the power to shield their targets with Galvanize for the same value as the healing done. While having almost no mana issues SCHs have to manage Aetherflow stacks for a great amount of Job actions including a single Burst heal with low cooldown and a massive aoe heal with longer cooldown. So in the end you have mana to shield and aetherflow to heal. SCH is commonly used as the dps-healer because he is the easiest healer to dance between deffensive and offensive spells thanks to the help of the fairy, his semi-spammable instant heals and the fact that most of his damage comes from dots. One of his fairies bring a vast toolkit that boost aoe healing (Eos), while the olther (Selene) have the ability of constantly boost the dps of the entire party. They also have skills to mitigate damage such as Virus and Sacred soil and can shield the party with Deployment Tactics before a huge hit. Their cons aren't much visible since the other healer on parties usually covers it but they simply can't output burst healing for too long since they depend on multiple cooldowns to do so, but when solo healing if the cooldowns are used well enough this healer can do almost anything.
Astrologian
The double-faced healer. AST is a bit controversy because many people try to play them as a WHM on Diurnal still while complain of the lack of power that he has on Nocturnal, compared to SCH, I guess thats a con for the job made by the community in the end. AST have Card-based abilities that can enhance the party actions sometimes in strong ways. Be damage, speed, damage reduction or even resource management (MP and TP). On top of that they don't have many burst heals as the other ones and they're pretty much stuck to global cooldowns since their only abilities that generate healing are a single target strong heal and an aoe regen. Don't get me wrong, those abilities are stong but AST need some time to kick in strong healing, so I'd say he is the less bursty healer of the trio. To compensate that, AST has insane abilities that help them on their healing job such as Disable, Synastry and Collective Unconsious. When those are correctly used, ASts can build up to heal the party just fine. AST is considered to be the hardest healer to play as his spells are weaker than the others and he depends on cooldown to keep the party alive while having a buff management system on top of it, but when played well it can do wonders. As for Noct Sect dilemma, I guess its not in this thread to touch the subject, you can check other threads for it and I know many will point it out here.
I tried to point out what they can do as a whole job, but when you start paiting healer jobs for static compositions, some of them stand out while some others just fall over. But any healer can work just fine as long as the party knows how to make their abilities usefull.
Last edited by zuzu-bq; 04-16-2016 at 11:26 PM.
+ Pro
~ Meh
- Con
AST
+Cards can give great raid utility
+Great MP recovery with Luminiferous Aether and Ewer with Celestial Opposition
+Lightspeed, Aspected Benefic, and Benefic II's healing proc allow you to be very mobile and provide instantaneous heals
+Diurnal Sect's 5% Attack Speed increase can make you one of the more faster healers
+Nocturnal Sect's 5% Healing Potency increase can make your core, vanilla heals (Benefic, Benefic II, Helios) the strongest
+Nocturnal Sect's shields have a x1.3 multiplier on the at all times, compared to SCH's x2 multiplier that only comes with crits
+Synastry provides a cost-free way to heal two partymembers at once OR healing a single target twice (for only 40% of the original heal)
+Time Dilation and Celestial Opposition can lengthen all card buffs, HoTs, and Collective Unconscious. Celestial Opposition can also lengthen your Celestial Opposition and Synastry's effect on you and the target
+Combut and Combust II are both unaspected and won't miss/be evaded (unless there's a battle mechanic involved)
~DPS is Average, better Sustained Damage then WHM, better Burst then SCH
~Collective Unconscious can be harder to use then Asylum and Sacred Soil due to you not being allowed to move and having to wait 2 seconds for its effects to kick in. However, you can increase the amount of time the buffs are up with Time Dilation and Celestial Opposition. And it
~A bit of a learning curve having to learn how to use Sects, cards, and only having one burst oGCD heal.
-Nocturnal can be extremely lackluster compared to Diurnal, lacking the synergy Diurnal has with Time Dilation and Celestial Opposition, lowers your DPS because of loosing out on Diurnal's 5% Attack Speed increase, AND it is completely unusable with a SCH in the party.
-Cards can be unreliable (although it is a smidgen better with Shuffle no longer being able to draw the same card)
-Only has 2 oGCD heals, Essential Dignity (burst heal) and Collective Unconscious (HoT)
-Off-healing kit just can't compete with SCH's kit. You'll usually end up as the main healer in statics.
Last edited by Mimilu; 04-16-2016 at 11:18 PM.
https://www.youtube.com/watch?v=ZGfzeBmCsPQ
This pretty much covers the basics. Frankly all healers are valid in content. It comes down to your play style and what you're comfortable with and it wouldn't hurt to try out all of them to some extent for the sake of knowing what your partners are capable of in 8/24 man content.
"Speak softly, and carry a big stick." -Healers motto brought to you by President Theodore Roosevelt
Scholar
Easy to learn, hard to master.
Shields are OP.
Crit shields are even more OP.
Fairies give consistent buffs.
Unlikely to be able to solo heal difficult fights.
>.> cons of being a healer in general.... Carrying bad players through the game by doing dps/healing at the same time >.>
We so need more damn respect from other players, we dps, we heal,we reduce damage, save lifes, revive bad players, carry bad players
If they nerf our damage to 0 it be a nightmare as no more carries for groups, or forever long dungeon runs D:
WHM
Pros:
Reliable
Best AoE healing
Best AoE DPS
Best single target dps
Fantastic Burst DPS for a healer
Cons:
Little to no raid mitigation or utility
Least accessible instahealing
Poor mobility
All DPS skills have a acc check
End game favors SCH DPS, so the above DPS advantages don't mean as much there.
AST
Pros:
Highest potential for total party contibution
Very accessible insta heals
Better AoE healing than SCH.
Best mobility
Cons:
Unreliable cards; therefore, unreliable contibutions
Gravity is lvl 60
Gravity cant be used prior to level 52
SCH
Best mitigation
Good DPS.
Many skills w/o acc checks
Very accessible insta heals
Critical shields.
AoE condition removal.
Faerie not impacted by Cleric Stance
Very flexible.
Cons:
Least AoE healing.
Tighter timing constraints
Pet management can be tedious
Last edited by winsock; 04-20-2016 at 09:57 AM.
it's looking like whm, with sch a close second. Ast doesn't sound like something I'd like
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