Except that Yoshi P said they are counting healer dps in the required amount of dps needed to win in savage.
Vue imprimable
For reference, as SCH I did 450/1800 on Faust, and 320/2200 on Oppressor.
I would like the link that says that about healer dps being counted.
Not this again. Actually go and read the interview. Healers have never been taken into account with dps checks. This includes Alexander Savage. They take the maximum damage from 4 dps and 2 tanks at the minimum recommended ilvl (probably i190 for A1), and subtract 15%.
That's not to say you won't need it while everyone is undergeared as they are now.
http://www.bluegartr.com/threads/125...dia-Event-5-19)
That says to me the fights are not designed with healer dps in mind but only if they are able to and healing is not too intense as a last resort to push it.Citation:
Yoshida: Yes. Since all DPS jobs will be increasing up through level 60, it makes sense to have the white mage's DPS extend by a proportional amount as well. For development, such as with Bahamut's Coils, the development team assumes what the item level should be for general equipment on players when they clear a raid. They sum up the basic DPS for four DPS and tanks at that assumed item level and cut that by about 10-15% for the minimum clear DPS. Healer DPS is not taken into account when this is set.
Certainly for people who are at world's first level, their goal is to clear it at as low an item level as possible, lower than the one assumed during development. So if you look at the fight and figure out that if it's not numerically possible to clear with four DPS and tanks, you'll need to make up the gap with DPS from healers. Then when those publish clear videos and other people see the healers DPSing, they might think that healers need to be DPSing even though its a situation that only arose because their clear would have otherwise been impossible. While we could take this into account, and assume a different item level in the next update which would then make it impossible to clear even with the healer DPS, we'd eliminate this type of play for highly skilled players who use communication, items, and a high level of understanding to come up with those last second clears. That would be a tough decision to make, so I still think it should be up to each party's own plans.
This is also one of the reasons we decided to implement both a normal and savage version of Alexander. Once again, healer DPS was not included in the development team's calculation as it was for other jobs, so you should just think of healer DPS as a last way to get your overall party's DPS up to where it needs to be.
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Edit: another argument I'm sick of is the one where people like to say if the healer doesn't dps they aren't contributing to the group. Well don't go in with the two healers and take a couple extra dps along and tell me how far you get when none of them can contribute to your health bar. ;)
I'll dps in cleric if I feel people won't die because of it. In A1 savage I felt they would. I can also switch fast but the tanks health was dropping fast.
Wonder if Paladins will cause any specific drag, they're not known for their MT damage.