I just wonder how many healers will quit beeing healer, when hearing that...
Have to make a screenshot when telling our raidhealer: make more damage! :rolleyes:
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I just wonder how many healers will quit beeing healer, when hearing that...
Have to make a screenshot when telling our raidhealer: make more damage! :rolleyes:
* Heavensward expects Healers to DPS. They increased the offensive power of the WHM, not because they want them to be real DPS but because they first didn't expect the players to have the healers DPS in coil, they were surprised to see the top parties do that and they changed their plan. When they do the new raid they now takes healer dps into consideration, that will be a major difference between alexander normal and hard, in the normal mode dps check they don't take into account the healers' damages.
so if WHM is expected top DPS now is one of our (unrevealed, I guess) skills an MP regen? I know we have Shroud but when you're really throwing down DPS and healing it doesn't quiet do the job.
stole Kiaras blue text >_> ... uhh thanks, Kiara :D
Didn't they confirm that there would be no new traits in 3.0? If that's the case, WHM is going to be a super disadvantage being stuck with the 80 potency Shroud at level 60 when the natural level increase jacks up all the skill MP costs as well (SCH won't notice a difference since Aetherflow automatically scales with Max MP pool). They might just be giving WHM fun new DPS tools that they will never be able to fundamentally use due to lack of MP xD
Don't forget that they also said they'll tweak current spell's potencies aswell for the expac.
For solo play? SE apparently intended these abilities to be used solo-only, if they designed their instances WITHOUT healer DPS in mind.
Obviously, players should take every advantage they can get - but judging by SE's announcement of including healer DPS in their future raid calculations, it means they WEREN'T expecting it to be used in their past raids. So, yeah, I'd guess SE really did think these abilities were mainly going to be used solo.
Well it's not that they were blind to the idea of healer's assisting with DPS in fights, but fights are balanced around not having healers DPS (it's purely a bonus that helps cover for some DPS slack or to push a phase faster).
Remember that, for the sake of balance and fairness in party makeup, all fights in this game are balanced in a way that a party with the least optimal DPS set-up can still pass a DPS-check assuming all 8 people have mastered their jobs. This is because of the random nature of DF parties. What does this mean though? This means that a party of 2 PLD, 2 WHM, and 4 BRD (the lowest realistic DPS-setup) can pass every DPS-check with a little strategy and elbow-grease. Now it's not ideal to assume every player has complete mastery of his/her job, and said party configuration would have to work 3x harder to achieve the same goal. This is why different DPS jobs have different strengths, and why healers sometimes help out as well. This creates the overall balance scenario within a particular party make-up. Fights themselves are balanced around the bare minimum though, assuming the "perfect-play" scenario I mentioned.
I hope esoteric gear is below the hard mode i level for alexander raids. You should not be able to log in one hour a day and be as people who plug 12 hour progression sessions to plow through alexander hard modes. People who just play to grind tome gear do not need the higher item level since they technically do not need it. Allow Esoteric gear to let you be of the gear item level required to do the first 25% of the initial raids in alexander but after that you need a few hard mode pieces in order to be able to overcome the gear gap in later raids.
It will be one step below, and the upgrade items prob be in alex savage. So basically in heavensward, raiders get the same gear as their LFR counterparts on both alexander and esoterics. The only difference is that raiders will get the augmented versions that they can dye different colors. I know pretty exciting huh? Doesn't that just make you want to go out there and setup a static and raid? Unfortunately for me it does not.
EDIT: I have a feeling the weapons might be locked away in the harder version, so that may be something but we won't find out for another 5-7 weeks or so. Just gotta wait and see i think.
Well gear is just a means to an end anyway, so vanity becomes the key reason to make dye-able versions desirable. For a good number of people, vanity is one of the most important aspects of the game. To each his own though if you don't really care about it. Everyone has a different goal that makes them happiest.
The whole point of tome gear is to solve the "loot drought" problem where you can beat X boss 1957 times and never see your item from the chest. The system works as it is now. In order to do what you're suggesting, SE would have to remove the RNG-coffers and replace each win with a token system. Then the player would have to beat X boss Y number of times to build special raid tokens to buy the raid gear. This doesn't change the end result though. If the current system works, you're proposal only exists to further complicate loot distribution for no real benefit to the playerbase.
Can be easily solved by having all loot in a turn drop but raid leader can only choose a set amount and everything else is discarded. That way you are always guaranteed something and there is no rng outside of deciding who needs gear more. I also agree that hard mode gear should be at least 5 ilvls above the esoteric and weapons excluded to hard modes to give people a reason to band up together and try to beat a raid.
Ilvl doesn't make a difference as long as the stats are great on a piece. The wod bard chest is considered bis with crit/det (assuming you are at acc cap) compared to poetics acc/crit and dreadwyrm det/sks, while still being a whole 10 ilvls lower.
Now I cant wait for the xpac...
I want to see the drama for healer/dps...
Elitism is everywhere...
Especially for premade group with the master-loot thingy...
I don't get all this butthurt about healer DPS. I main SCH. I HATE DPSing but I do it anyway because a raid isn't about me just doing the bare minimum. It's about the whole team giving their all and doing everything they can to complete a fight in the most efficient manner possible. GOOD healers will throw out DPS when they safely can because it helps the group as a whole. Healers are not going to replace proper DPS jobs just because our DPS potential has been slightly increased. We're no where good enough to pull DPS like numbers unless we far outgear the content that we're running. It's about maximizing the potential of the role you're playing and the skills you have been given.
I know that, with the time progression...
Mostly all player will gear-up +echo, and there not much needed for the Healer/DPS.
Just go on what healer feel comfortable.
BUT... Some player are claimed pro raider and you must follow their rules even they do not have a static :p
still don't see how to DPS as healer (mostly whm) in alex hard effectively the way acc works atm. atm full iLv130 doesn't even give your whm enough acc to do t5 without missing. and on top you'll get the high mp cost. maybe they'll give healer gear more acc or healer spells have a higher chance to hit...
But ya there is always crafted gear which can be melded, which just goes a bit against getting new gear for beating stuff
I guess we will see