A healer places a HoT on the tank before the pull to buffer incoming damage, specially if you pull a pack of mobs that will eat through Stoneskin in a second or two. HoTs can be used both for proactive and reactive healing.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Yeah, and all of them are easy to pull separately except that last one. Usually she's behind the pack and you'd need to wait an indeterminate amount of time to reach her safely (Archers too).
I'm no more inclined to wait on her than anyone else in the group. I'll try to pull her but I'm ready for everything else to come.
I have to disagree. I don't think routinely waiting on a buff to fade, or clicking it off makes a player a good player or a bad one. I think it highlights a flaw (a fairly minor one) in combat design.I think it's ok as it is. It helps tell good tanks: they pay attention and don't pull, or they ready themselves to take mobs off the healer. And good healers: They avoid using it when it's going to suck hate, or are ready to run to the tank, or sleep anything particularly nasty. With all this said though, if it were lowered a little I'd be fine, it can be a bit mental at times.
Overheal aggro is good, it teaches people not to play terribly. Why would I use anything else if Medica II and Regen will insta-top up the tank constantly, with no hate for what wasn't actually "healed".
The Scholer pet is a whole different deal though, it really needs to be controlled better by the users, like being able to turn off regen or whatever manually. (I don't play scholar, if you can do this, friggin do it).
If anything needs an aggro nerf, it's Benediction. Holy hell, healing 7k+ HP in one shot with it pulls off almost anyone unless they're right on the edge of their maximum hate. It could do with generating half aggro or something, it is on a 5 minute CD and is hard to use without wasting it / panic button.
Edit: A good tank doesn't pull with dangerous debuffs on him, or while he's at half hp and knows a cure is/should be incoming. A good healer tries to keep pace with the tank and keeps them prepared for the next pull before they even ask.
Honestly, if flash had a larger aoe (or scorn had a larger aoe and enough hate) or if the server was better at communicating client<>server information, this thread wouldn't even exist.
This isn't about the enmity the spell puts out so much as it immediately causes things to go haywire on some pulls before I begin to round things up.
I have nothing against overheals generating enmity, or even the overhealing of a regen, but I feel like they maybe need to remove regen's overhealing enmity, or regen's enmity building over time just so it stops screwing up pulls.
There's nothing wrong with the spell producing say the full enmity of a cure on initial cast and then producing no more enmity. Good healers, in that dynamic, would make sure to always regen the tank before a pull, and others, as they don't now, would never pick up on that.
This.
A bad healer, in this game, puts hots/regens on everyone blindly, whether they need it or not, but there's nothing bad, ever, about always keeping regen on the tank. Good healing is all about effective mp management and effective use of GCDs.
Last edited by Steeled; 09-23-2013 at 12:32 AM.
It's also about managing enmity. Pre-hotting a tank is bad. It's a waste of healing and gets you agro.
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