I was bored, and since we have an ongoing thread regarding recuse, I figured why not make a thread asking in what way healers use to recuse in a dungeon.
So friendly thread, what ways do you guys use recuse?
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I was bored, and since we have an ongoing thread regarding recuse, I figured why not make a thread asking in what way healers use to recuse in a dungeon.
So friendly thread, what ways do you guys use recuse?
If someone doesnt stand in my healing-bubble.
If I know that someone wont make it out of an AoE (or stands in a generally stupid place, like dps in front of the boss - in which cases it gets paired with an explantion afterwards like "Dont stand there, its dangerous", sometimes you just dont have the time to type the explantion and wait for the person to move accordingly, Rescue will do the trick much faster).
If I know that someone is animation locked.
If someone runs away with a stack-marker - again followed by an explantion, but that might be to late, Rescue will save them.
During raids my static-healers also used Rescue to drag tanks and melees out of huge AoEs to allow for more uptime - as someone who tanks those fights I always appreciated that.
Animation lock
dragging idiot dps/co healer who stands next to the tank and is gonna be cleaved
stack marker fleeing
idiots standing in aoe because deeps
dragging people into my stack so i dont die
saving poor sod who revived at wrong time into aoe (rofocale comes to mind)
Do we really need another thread about this?
In a dungeon, I haven't found many Rescue opportunities. Failed mechanics normally just result in high damage that is easily patched up. I did kill a player once though when trying to use it. That was in Doma Castle, and I tried to Rescue a DPS player through the beams to share my stack marker. That didn't work. He just bounced all over the place and died. It was pointless too because I was able to tank the stack marker by myself. It just put me in critical HP, and did not kill me.
I probably get the most use of Rescue in alliance raids. Bountiful, abundant opportunities there.
Maybe the OP is looking for a thread about Rescue that isn't just a bunch of bads complaining about nothing?
Rescue shines best when it's preplanned imo. I remember in m&f I used to rescue our PLD after the F knockback so he wouldn't miss GCDs running back to the group.
When it comes to day-to-day use I use it as many do - yanking people into placed heals like Earthly Star and Asylum. I can't help but think this was essentially the intended purpose for the ability, else why give it specifically to healers?
Saving someone from a failed mechanic almost still needs to be pre-planned because you need to manage to position yourself correctly first then basically know they're going to fail and who you'd like to save. I do this basically each week in e8n - especially if my cohealer is new. It saves people during biting/driving frost mirrors fairly consistently because that seems to be one mech that people just can't read on the fly very well and if you're struck by both reflected attacks it's basically death for a non-tank.
Oh look, a bunch of easy and common uses for the ability. Shocking.
I just use rescue to pull my hubby to me when I want to hug him. :3 So this is the best and most important skill in the game.
I don't really use it too often, although by far I used it most frequently in Rabanastre saving people from Hashbrowns and the spinning hand mechanic on the final boss. I use it now and again if it's a clear and obvious save, but I won't use it for petty things.
I will say, the few times I've had it used on me I was super thrilled as I didn't know the fights well and my arse was being saved. I've only had one time that I can remember where it was used on me for retaliation (well, that's my best guess!). I had a poorly timed rescue-attempt of my co-heal in a fight, and so it probably ended up just looking like I was messing with them....they in turn rescued me back. Had a nice laugh about that though.
e: Reading is hard, and evidently this is about dungeon use. I will only ever consider using rescue if I see someone failing the same mechanic once or twice. But most everything can just be healed through, so I typically don't bother.
This. Like let's talk about what's actually bad.
How hard is it to git gud and just place the bubble after the pull has been established? Dungeons are really methodical, this game isn't hard enough to be chaotic. It takes like 2 seconds to wait for the tank to get the pack established and then cast it when you're running these long hallways.
I guess I can't understand a common and daily use of healers just not being good enough with placing bubbles in the first place and then blaming the tank for not adjusting when it's like an extra two seconds to just do it right to begin with. DPS get this right with their bubbles, it's not that hard.
If a tank runs out of it and moves all around after the pack is established, sure maybe?? If I have a good dps-ing healer I'm going to do whatever they want whenever they want anyway but those healers are usually the ones that are good enough to preplace the bubble ahead while I'm running, giving me an indication of where they want the pull and I'm totally ok with that.
If as a tank, I could wait until the end of the 3rd holy to cast my blood price, healers can wait to place the bubble. You don't need rescue, Just do a better job in the first place. It's interesting to me how their bad play is the tanks fault. The tank already has a million things they are fucking up already like not properly mitigating, or not picking up all the mobs right away... how is this their problem too lol.
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Aside from that, I use it to just pull party members out of mechanics they've failed before. If I see them setting up to get hit with yet another vuln stack, it indicates to me they might not know the mechanics and I can save them from it. It's come in handy with that level 80 explody Amarot dungeon with the boss that casts the almost full arena AOE after the explosion, I've yanked people to the right side of the arena and kept them alive which is nice.
I genuinely like it as a healer when used properly.
sadly i never use rescue anymore because this spell take 1253 sec before actually pull the target and in 99% this will be too late. :'(
I had some idiot whm while running void ark last night pull me into a dps check while I was trying to level blm that a melee dps player should have been better. Next time I’m reporting that oppressor
As I posted elsewhere, I don't use Rescue often—maybe once every 2 weeks or so—but when I do, it is...
- ...to pull a sprout into shelter before a meteor mechanic (usually in Crystal Tower).
- ...to pull a sprout onto the floating discs when fighting Xande.
- ...to pull a sprout with the stack marker back to the group when they think 'have marker must take it safely awaaaaay' and run off with it (usually in the Shadow of Mhach stuff).
- ...to pull someone to the pad in the Phlegethon fight when we're short a person and it's clear their Sprint won't get them there in time.
- ...to cleanse a doom affliction that cannot be Esuna'd and where the individual is otherwise maybe 1.5 seconds from death. (Usually in World of Darkness, or with first-timers getting Mortal Flame in the Grand Cosmos—hence my joking name for this maneuver: 'the piano of gentle correction'.)
- ...to jump on a metaphorical grenade when someone is about to drop an AoE on the rest of the alliance; pulling them over can mean only two people need to be rezzed instead of six.
- ...to cheese DPS uptime in Susano when it pops in trial roulette (by using it to yank back whoever has the stack marker and gets knockback, preventing melee from having to meet them halfway and thus move away from the boss).
- ...when someone has just rezzed into The Bad and popped Second Wind or anything else that will have cancelled their rez immunity without thinking (which lord knows, I've done myself before), and thus is about to become a double-rez casualty.
Side note: I really wish rez immunity was explained to people somewhere in the game. I cannot think of anywhere the game even mentions its existence, and many people do not know it is even a thing—that for several seconds after being rezzed you are invulnerable and immune to all environmental status afflictions. People canceling rez immunity and promptly dying to a mechanic they'd otherwise survive is hands-down the most frequent situation I end up needing to use Rescue on (usually in alliance raids).
(Moreover, even those who do know about rez immunity may not always get all the implications. I only realized in the past couple weeks that rez immunity also prevents you from getting beneficial environmental status afflictions. I.e., if you are rezzed in E5S and then run through an orb while still immune/invulnerable, you will pop the orb and not get the buff. But that isn't directly related to Rescue, just related to my annoyance that rez immunity is not clearly explained to players anywhere.)
I mainly use it when my husband likes to stand in the roots that a certain primal boss shoots on the ground that can been seen forming. I dunno why, he's such a doof.
I completely agree with this. This is exactly how it should be used. If I healed more, I'd probably do the same. I was looking at a reddit thread from 2 years ago and it was pretty much in the same vein as this post and people usually were talking through how to help others with fight mechanics. Great uses!!
Clipping one part of a quote is dumb when there was a whole response in which I addressed tanks moving out of it if it was established. What is it with people internet skimming.
Your experience isn't everyone's experience here... Yes tanks probably do that, but there are a good majority of healers in my experience that just aren't good.
My uses for rescue;
-Get onto mechanic platforms (Atomos, Plegathon etc etc)
-cancel animation lock mostly lb3s
-Stack marker to be in the stack
-Get tank who waited until half health on mobs to then decide to pull more(this is just bad and I never put a bubble down until I feel confident tank ain't moving so when they spontaneously decide ooh more is when I do this) to get in my bubble
-Dps and yes even co healers and OTs to get in my buff and heal range the amount of Divinations/Horoscopes that miss just 1 person aggravates me to no end.
-Vuln up players from getting more (I don't care who you are tank/heal/dps the moment you got that stack I have my eye on you if you decide to eat more regardless of if YOU can handle it or not IF I DON'T WANT TO DEAL WITH IT you will be rescued)
-intended strategies like Hello World 2 etc
-Troll friends and only friends
Rez immunity has always been a hidden mechanic and I don't know why it really should be explained to players the amount of people who don't use it to survive the current casting raid wide is staggeringly high.
That said Rez immunity also needs to show you what it does protect against and what it doesn't every single mechanic a new boss does is a glorified coin flip if Rez immunity will work against it or not.
Consistency and transparency is what needs to be evaluated regarding Rez immunitym
Neo Exdeath has no idea what raise immunity is.
Maybe someone could tell him T-T
I use it when idiot Red Mages don't stand in my healing bubble, but they always insist on backing right out to where they were and spamming vercure. I stop healing them after that.
If rescue had a shorter cooldown, I would consider using it properly a lot more often. It doesn't always work well and people don't often appreciate it, but I have seen it used well before.
That said, since the cooldown is so long, I really only use it to kill friends by pulling them away from safety at the last second. Sometimes they get legitimately mad about it and that is even better.
I mean, I feel like "consistency and transparency" includes "acknowledging that this mechanic exists so that sprouts know a little about it and don't just immediately pop Second Wind and die again". And that if you want to show what does or doesn't honor rez immunity, you need to acknowledge that rez immunity exists in the first place in order to provide those indicators. So, yeah, it's always been a hidden mechanic; I just don't think it should be, because right now it's hidden and inconsistent, which I think is a terrible combination.
But other than "if you rez into the bad and pop Second Wind immediately, I am going to Rescue you out of the bad", my personal annoyance at rez immunity's current implementation isn't really relevant to the thread.
Hmm.. I can think of a couple places where rescue can be useful.
Aurum Vale - Second Boss - 100 ton swing on the melee dps who doesn't dodge. Gotta rescue them if it's their first time or the second time because they tend to forget after the first swing or confuse swing and swipe. Also may have to rescue ranged/casters because they are too far away from the boss where my AoE heals can't reach the tank and the DPS.
Sunken Temple of Qarn - First Boss - rescue them to remove doom
Sunken Temple of Qarn (Hard) - Final Boss - pull people away from zombies to prevent debuff if tanks don't position themselves or caster/ranged dps don't move.
Praetorium - Elevator rescue because they afk in cutscene or someone is starting the elevator so I drag them so they can make it.
The Keeper of the Lake - Final Boss - Dragging them into safety bubble or dodging huge AoE.
LoTA - Platform Mechanics - Rescue them to have 4 people per platform. Fifth Boss - Rescue to hide and dodge damage from meteor. Final Boss - When he casts ancient flare, you can rescue a member to save them earlier before the damage goes out and can either wipe or cause their death.
Syracus Tower - Third Boss - When boss uses Curtain Call, you can rescue someone behind the ice pillar. Final Boss - When boss uses Ancient Quaga, you can rescue someone after the platform floats up if they aren't standing in one to save them from death.
World of Darkness - First Boss - Mortal Gaze, rescue them to remove doom
Sohm Al - Second Boss - A player with a red marker is running away from everyone else, but the red marker is the stack marker so I gotta rescue them.
The Aery - Final Boss - Dragging them to safety bubble, though most realize this mechanic by this point. Some don't.
Gubal Library - Final Boss - Rescue someone to stand in the 3 circles to prevent the spawn of adds that can end up making the fight alot more difficult.
The Vault - Final Boss - since some people don't realize chains need to be pulled apart to avoid continuous damage. Sometimes I have to run across the map and rescue someone to pull the chains apart.
Final Steps of Faith - Boss - Tons of AoE, stack markers, lots of movement. Sometimes pulling players together to stack or pulling them out of heavy damage zones.
Shisui of Violet Tides- Second Boss - When hit by seduce + getting ready to get hit by Coriollis Kick, you can rescue that person.
Pool of Tribute - Boss - Stack markers & AoE. The boss knocks away the person with the stack marker and sometimes they don't run back for whatever reason, so rescue may be needed.
Bardam's Mettle - Rescue people from being squashed by the boulder.
Doma Castle - Final Boss - Thermobaric Charge placing a marker on a player who has to move away after it sets down. Sometimes they don't move away, and I have to rescue them before they explode.
Emanation - Boss uses Path of Light on the OT / player with blue marker - rescue the person who is standing next to that person before they get cleaved and die.
Castrum Albania - Second Boss - rescue the player to the right elemental pillar so they don't kill themselves when attacking the boss.
Royal Menagerie - Boss - When boss tidal waves, most players don't usually notice it and die, but if most do and some zone out, you can rescue that player ahead of time. You can also rescue someone who isn't going to make it on phase 2 if you sprinted ahead to the safe zone the moment you land. You can also rescue someone who is standing in the zone where the tail is about to hit again, but the platform is about to break. A lot of players don't realize platforms can be destroyed and insta death when running Royal menagerie for the first time.
Deltascape 1.0 - Boss - Breathwing - Rescue to reposition before they take extra damage
Applicable to every dungeon and Boss Battle: When players stand outside of AoE heals or are too far from AoE Healing range. When unavoidable AoE damage is going out, the player who ran back to the corner after being rescued is the last to be healed. AoE Healing prioritizes both tanks and multiple players who took heavy damage nearby first. Then comes individual healing spells/resses for any player who are out of AoE healing range.
Responding to a passive aggressive and overdramatic reply to the post that you're actually replying to is even worse than just clipping part of the pointless, ranting book you vomited out.
If you think that I (or anyone) is talking about specifically placing a healing ground effect in a place that makes no sense and then rescuing them into said effect I really don't think you're even attempting to be fair or objective, you've just made up your mind and now you're going to stubbornly stick to your guns as if they aren't actually a huge strawman you constructed to argue against.
Maybe you don't heal. If so I could excuse you not understanding the consistency with which tanks/dps and even other healers on 8/24man content ignore healing ground effects. If so that's fine but then what are you doing in a topic asking you specifically about ways you use rescue?
If you do heal and you want to claim people aren't complete imbeciles about healing ground effects I'm left to assume you're a bad healer because you don't notice the obvious issue.
Either one makes your opinion on the topic worthless, please find the door.
If you'd like to respond to me again try quoting my post instead of another hyperbolic caricature of a skill in a video game as somehow taking away your free will.
I'll also use Rescue to move tanks into position if they're doing something that's making it harder for the party, like letting Aiatar sit in the poison pools, or stopping in the middle of the frostbite gale in Snowcloak.
Pull people to safety, cancel animation locks, if a tank repeatedly stands outside of placed heals I might pull them in. When discussed ahead of time it can be used as a mobility tool to maximize uptime.
I rarely use rescue when I play heals. I am not a main heals and only did it for mentor status to help new players, (I was so close to being finished and then they changed the requirements for mentor. Idk if I want to grind it anymore lol.) However, when I do use it...it's to troll. I will pull people out of position and pull the stacked marker away from the group. I will pull you while we are running to the objective. Just trying to pass the time lol.
PUT
DA
TANK
IN
DA
BUBBLE
Want to know?
Remove it from the game, very few use it for good, I have seen people pull tank off the edge just to wipe the entire party or even yank them into aoe's on purpose.
To those who use it correctly will defend it but you cannot defend those who use it the wrong way.
It gets old because every other dungeon has that one person who is itching to cause problems who doesn't care and they don't get in trouble due to the fact its a mechanic in the game.
best option is either remove it or remove the option for it to target tanks.
Not sure if "every other dungeon" is just hyperbole, but its definitly not my experience - I can count the times someone used Rescue on me on one hand (outside of pre-planned, coordinated use within my static). I'd say 40% was someone trying out that new button, 50% was someone who was at least well meaning and stopped to use when they were asked not to (had a couple of healers panic-rescuing my bard during EX-trials - it seems fair enough to me that they didnt know/assume that I had my backflip lined up to jump into position at the last moment) and 10% were accidents.
During most of my runs I dont even see a Rescue at all - if you have a Rescue-troll in every other dungeon, you're eitehr greatly exaggerating, an extremly unlucky person or... you know... if something happens to you all the time, but to other people less so, one has to ask what the common factor is in all those troll filled runs...
What's with Rescue recently ..?