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  1. #11
    Player
    Dale's Avatar
    Join Date
    May 2012
    Posts
    238
    Character
    Jeremy Dale
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Lemon8or View Post
    Then tell your tank to grab aggro better and don't put regen on a full HP tank. :/
    I hate to say this, but this is one of the silliest things I have read on these forums in a while. Don't use a HoT on the tank when they have full HP? Did you just really say that?

    I don't think you understand the concept of a healing over time spell. It is used to preempt damage. Not to mention it lingers after a fight is over and it's unreasonable in my opinion anyway to expect the tank to have to take the time to cancel all of his HoT effects before the pulls again.

    If the spell doesn't restore any life then it shouldn't create any threat. Simple as that.
    (0)

  2. #12
    Player
    Decrith's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    178
    Character
    Ruby Corona
    World
    Tonberry
    Main Class
    Dark Knight Lv 60
    The drawback of this "no extra threat from overhealing" is it will encourage a less responsible type of playstyle, this will cause healers to spam healing without thinking of the consequences. Besides, WHMs have shrouds to reduce threat and SCH doesn't even generate enough to be a problem (seriously I've tried to steal aggro from a tank with a SCH, it's really hard)
    (4)

  3. #13
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Quote Originally Posted by Lemon8or View Post
    Then tell your tank to grab aggro better and don't put regen on a full HP tank. :/
    Your assuming a one case scenario. When doing SR for example a tank will run to the next mob directly after a fight and usually be at full hp before then with regen still going. Tanks do not have a ranged AOE hate grab ability. They usually go in and either flash or overpower and by then the mobs can be split apart or moving at the healer already from detection agro.

    Don't get me wrong, I don't think this is a problem worth fixing. It's mostly just annoying.
    (0)

  4. #14
    Player Kayo's Avatar
    Join Date
    Aug 2013
    Posts
    326
    Character
    Kayo Vedo
    World
    Adamantoise
    Main Class
    Archer Lv 50
    Quote Originally Posted by Dale View Post
    I don't know who thought this idea up on the SE development team, but it was a bad decision. Tanking and healing on this game is tricky enough - especially considering how so many people who play this game are in such a rush they demand the tank grab half the dungeon at a time.

    Heals should only generate threat if they actually restore health.

    Please change this.
    Nah, dont agree. Overhealing is something healers should try not to do. Its a waste of mana, and now has a little extra incentive to not do it and get better at timing your heals. /shrug

    Not a big deal anyway, I doubt healers will be pulling aggro all over the place now.
    (6)

  5. #15
    Player
    Dale's Avatar
    Join Date
    May 2012
    Posts
    238
    Character
    Jeremy Dale
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Decrith View Post
    The drawback of this "no extra threat from overhealing" is it will encourage a less responsible type of playstyle, this will cause healers to spam healing without thinking of the consequences. Besides, WHMs have shrouds to reduce threat and SCH doesn't even generate enough to be a problem (seriously I've tried to steal aggro from a tank with a SCH, it's really hard)
    Spamming heals is a waste of MP. That alone is plenty of consequence.

    But healers shouldn't be scared to use their heals either because their tank may take off to grab another pull while all of their HoTs are up and those massive 0 hp cures are creating all kinds of threat. It's just silly, and defies common sense. I've never played a game where healing someone for 0 creates lots of threat.
    (3)

  6. #16
    Player
    Dale's Avatar
    Join Date
    May 2012
    Posts
    238
    Character
    Jeremy Dale
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Kayo View Post
    Nah, dont agree. Overhealing is something healers should try not to do. Its a waste of mana, and now has a little extra incentive to not do it and get better at timing your heals. /shrug

    Not a big deal anyway, I doubt healers will be pulling aggro all over the place now.
    It's not a waste of mana. Over-healing when using HoTs for example can actually conserve mana.

    Over-healing is unavoidable on this game... unless you simply don't use half of your spells and heal terribly. The extra threat it causes is just a nuisance, and doesn't do anything but annoy players like me.

    Spamming heals needlessly is not the same as over-healing. I think you are confusing two very different concepts.
    (2)

  7. #17
    Player
    AdvancedWind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    That's pretty much the only way a tank can lose hate after 5 seconds with an enemy, so no. We need that.
    (0)

  8. #18
    Player
    Dale's Avatar
    Join Date
    May 2012
    Posts
    238
    Character
    Jeremy Dale
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 50
    Yes, I did just say that. Healing over time isn't really used to preempt damage. It's used to counter constant damage like Auto-attack. Shielding (like Stoneskin and Adloqium) is used to preempt damage. It is NOT unreasonable for the tank to remove its lingering effect if they still have it on. I and my tank friends have no problem removing it.

    This quote makes no sense to me.

    There is always constant damage unless you simply aren't fighting. HoTs are basically like healing buffs meant to, as I said, pre-empt damage and compliment your other heals. So we just disagree about that. You do not cast regen to heal the tank after each auto attack from the mob. No. That is why it has a duration. So you can place it on the tank and pre-empt damage you know to be incoming.

    And it may not be unreasonable to you for tanks to have to do it. But it is to me. I feel I should be able to freely use my abilities, such as regen - without feeling as if I am making the tanks job more difficult. It's a dumb mechanic, and they need to fix it.
    (0)
    Last edited by Dale; 03-22-2014 at 12:24 AM.

  9. #19
    Player
    Ninix's Avatar
    Join Date
    Aug 2013
    Posts
    381
    Character
    Talim Amariyo
    World
    Balmung
    Main Class
    Arcanist Lv 60
    I have a better idea

    git gud
    (19)

  10. #20
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Dale View Post
    I could make you lose threat easily after 5 seconds into the fight if I wanted to with the crazy threat my 0 heals can cause believe you me
    Unlikely, unless your tank sucks. Simple fact is that heals only generated half their restoration in enmity (so if you crit 3k, it's essentially the same as hitting for 1.5k damage), and tanks get aggro bonuses so that a simple 300 damage Halone combo is equivalent to 1500 damage, not including the bonus from Savage Blade.

    As both a healer AND a tank, I don't really care much about generating 'extra' threat from overcures. Unless you're stupid, you'll never be able to generate so much as to be in any real danger. Usually the danger comes from new spawns joining the fray. Tank gets healed, so the mobs switch target because the tank hasn't generated any aggro.

    Any tank worth their weight will be cancelling regen before dangerous pulls, even in speedruns, and any healer worth their weight will know when to cast and when to wait for the tank to get threat. Do we really need to start holding everyone's hands because they can't play their jobs properly?
    (8)
    Last edited by Lemuria; 03-22-2014 at 12:02 AM.

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