I don't like it as well but only because he said it would save him time... well, if someone does not like the game to the point that each minute in an instance is a pain, he should really play another game.
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I don't like it as well but only because he said it would save him time... well, if someone does not like the game to the point that each minute in an instance is a pain, he should really play another game.
I wouldn't call them bad, just average. Honestly the Healer is not required to DPS. Yoshi said Healers aren't required to DPS, and he confirmed that Healer DPS is not even considered outside of 3.0 Raids, and before then, not considered at all. Healers being "required" to DPS is just part of a larger problem; there not being enough Heal checks in content, and/or DPS needing Healer DPS to cover up for them.
Efficiency =/= Lazy. All of those adds have extremely low HP but spawn away from the boss, forcing your DPS to have down time.
In Arboretum's case, nobody should take ANY damage during the Malboro's add phase. I particularly specified only the slimes, because the other adds during the second boss fight in Sirius HM have much higher HP than the slimes and need to die quickly to make the boss take damage properly. Second boss in Fractal gets "stun locked" and thus no damage goes out as long as adds are being popped and killed. Adds in the final boss of Fractal don't do damage in a direct way and thus any damage you're tossing onto the boss can easily be swapped over to them. The shadow of the first boss in Neverreap does negligible damage, and the faster it dies, the sooner the boss can be killed again.
Literally no one here promoting healer DPS is asking healers to cover for them. They're promoting team efficiency.
Edit: Note that this portion above the line only applies to this idea in general, not in relation to the situation listed in the OP.
Just.... no. These two things are hardly relevant to each other. Mob damage output is capped. Raid dps is not. At least, not until each raid member is throwing out as much damage as possible.
Should the dps just stop dpsing if they exceed a certain output? Should the tank stop using CDs if he's dying at *merely* a healable rate?
Moreover, should I not Second Wind after a raid AoE leaving me at 5% health, when I've already been picked for a DoT that will otherwise kill me within the next tick or two (cus'... that's not my role)?
You might call the top row here ridiculous, and the last row obvious, but they really amount to the same thing. The job of the raid, regardless of 'role', is to clear the content quickly, or, less obviously, to affect incoming vs. outgoing raid damage taken/deal as to clear as quickly as possible.
You're in charge of dealing with a limited input, but that doesn't mean you should sit around twiddling your thumbs as soon as you've met the requirements.
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Clearly, the dps here shouldn't have been shit. And in this particular case, you got the short end of the stick doubly. But we all carry those we can when they're not so prickly or disgusting that we can't wipe off the memory afterwards. The role, or multiplicity thereof, by which we carry them really doesn't matter.
There is no wrong or right answer here. If a player chooses to not dps oh well..... seriously is 2 to 5 extra mins really going to kill you? Are you guys that impatient or are you control freaks trying to force your way of doing things onto others? Who cares... For now on I will be taking my sweet time through dungeons as a tank... I will stop and smell the roses and enjoy the scenery.... So go ahead and dps away as a healer when the smokes clears you will find me off in a corner looking out at the deep woods enjoying what the devs created for us.... you like speed runs then get a pf group going...
I swear everyone here who hates the way another player plays are nothing but opinionated control freaks who have nothing better to do then freak out on everyone....:p If you have a problem with that oh well that is not my problem.
This go both ways, should we accept that they force their play style on us (be it from a non DPS healer, a non Pet SCH/SMN, non CD user tank, no Darkside DRK, only Ice cuz pretty, and so on...)
Respect goes both ways, playing in an MMO means teamwork, everyone in the team needs to do his best and use all the tools he has. If you don't feel comfortable, talk with your group, accept advice and criticism.
WRONG. And the SMN was right.
Rule #1 as caster: A B C
Always Be Casting
If heal isn't needed, you DPS. You do NOT stand around 75% of the run because the group overgears the content, esp not as a Scholar that can DPS much better than a Whitemage can.
Every GCD you waste and stand around looking at your second screen to not be bored out of your skull makes your run go longer.
That being said: Obviously safety comes first. If you see your group fail basic mechanics and need to heal like crazy then by all means, do so. If they complain about you not DPSing: just tell them to play better so they get less damage and you get more breathing room to swap into cleric and hit stuff.
Yes it is.
Esp if you overgear content like you do in expert roulette when wearing 210. Trust me, you will stand around 75% of the time doing nothing if your group is even half competent.
You have to face up to the fact that healing in this game strays from the typical design. Fulltime healing is rarely needed and yes, you are expected to fill the gaps by contributing DPS.
IMHO: making the judgment call when it is safe to enter cleric and possibly have no heal on the tank for up to 7.5 seconds (5s cleric lock + 1GCD for the cast) is what makes healing fun.
Understandable. But I WILL keep you at 100% if there is a mob with "final sting" involved. :<
DPS have abilities that can amplify healing/mitigate damage. I expect them to use them when appropriate, even if it costs them a GCD that could be used on a damage dealing ability, yes. making these calls is what separated a good player from an average one.
DPS doesn't have the tools needed to actually heal. Ever tried to heal with a BLM in heavensward? Yeah.. not going to happen anytime soon.
If they HAD the skills, yes I would expect them to use them in dire situations when the healer cannot cope after a mishap of the group.
Back in WoW-TBC I helped to prevent wipes as a shadowpriest by switching to healing in emergencies.
A great player uses all the tools in his arsenal at the right time.
I see a lot of wipes, even in easy 4-player dungeons, because the healer was too busy dealing damage to enemies...
A healer that let the party dies because he/she "was too busy doing damage" is always a bad healer, even if he/she is able to squeeze high dps.
The primary function of a healer is to keep the party alive, using buffs and removing debuffs. DPS is a secondary function.
When I play as healer, I attack the enemies whenever as possible, but keeping the party alive (and buffed) is my top priority.
Perfect example of this community's big problem: Promoting good play is looked down upon.
Efficiency is the name of the game here. See that totem bird boss in Neverreap. DPS should not do the totem mechanic if they don't absolutely need to (3+ totems), because doing that mechanic as a DPS is just wasted DPS time.