This is why MMORPG's like Dark Age of Camelot and Everquest were superior. Your roles did what your roles did.
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This is why MMORPG's like Dark Age of Camelot and Everquest were superior. Your roles did what your roles did.
The dancers healed with an OGCD.
Problem with those instant death things in Bojza is they completely negated the Honors for Healing and HP and made 10 stacks of Damage Honors king.
What's the point of extra HP and healing if someone is going to die in 2 hits?
Honestly I think they should tie healers as a job to specific mechanics in dungeons and trials. I remember this boss in Tera when healer had to aggro multiple trash packs and run in circles around the arena trying to dodge mobs' attacks while simultaneously healing their party members. This felt very engaging and fun, every dungeon you had to do your specific thing thus making a healer relevant no matter what.
Now, whether it would be considered fun by ffxiv players I don't know, but it's definitely an alternative if we're not trying to change healers as a job. Sure, you can have your one button dmg spell and 2 buttons for healing, but you also have to do this specific mechanic that nobody else would do.
I'd argue that twice come ruin was lazy and ruined Delubrum because it killed all options but pure damage builds, it would make sense if it was on certain mechanics but it was on literally everything including the most mundane attacks from the trash minibosses.
The debuff was less of a punishment for messing up mechanics and more like if a GM used the console to force kill you because you messed up.
This fight doesn't have any sort of heal check. If all party members use mitigation tools properly (This includes self & party healing abilities). The healers would barely need to lift a finger.