I seriously don't see the problem here, if the tank can't take aggro off of you because of regen, it's his fault not yours. If you get aggro, run to the tank and wait for him to take aggro back, it's that simple. The thing is, the threat meter has made me, and I'm pretty sure a lot of other healers as well more efficient in our class, instead of overhealing, we stop and do something else (DPS, crowd control, etc.)
You see, not only does the overhealing threat, greatly discourage that, but it also encourages other activities that would make you more efficient in your class. A good example would be in Titan Extreme when he does his stomps, an ordinary WHM could use Medica 2 + Medica to top everyone off, a good WHM would only use Medica2 (assumming everyone can survive it without any heal) and let the regen top everyone off, and a great WHM would only use Medica2, go to cleric stance and DPS (seriously, if the DPS dies to plume, it's his fault not yours {he's gonna die even if he was topped off anyway with plumes stacked}), go back to healing stance and heal the tank being more efficient with his/her skills.
TL: DR
Overhealing aggro is a part of the game which serves a great purpose of learning how to play your class, this mechanic not only discourage bad play, but it also encourages a greater understanding and better use of your utilities as a healer.
Is this even a serious thread? Distributing your heals as carefully as possible based on the needs of the situation is one of the most pivotal mechanics there is to healer gameplay. Not only for the aggro, but for MP management. Why would you overheal? Best be trolling OP.
How about they just make regen un-castable on a target with full HP.
Because I feel this is the only cause to pull hate when over healing.
What I would like to see though is mobs show up on the enmity list even if you don't act, maybe have them greyed out if you have zero threat.
Last edited by Jinko; 03-22-2014 at 12:11 AM.
It is rather annoying. Sometimes two healers overlap so much that they can't help but cast a few over heals.
And that's completely okay. Overhealing does not generate additional threat over regular healing... 500 points of overhealing generates exactly the same amount of threat as 500 points of actual healing. So even if your heals occasionally overlap, you're generating the exact same amount of enmity you would have if the other healer hadn't sniped you.
Aside from the very beginning of a fight, or when adds have just spawned, healers should not be taking aggro. If they are, there is a major issue and it *isn't* related to game mechanics.
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.
Which is why it's important that you remove it. I KNOW tanks do not have ranged AOE hate ability but you can engage with Tomahawk, followed by Flash as you run through mobs and that will secure hate if you click it off. It takes literally 2 seconds or less to do and you can do it while running. On controller, since you're moving with left stick, click select with right hand till you're at the buff section, click circle to cancel and move on. On keyboard and mouse, you're moving with your left hand, right click with your right hand or vice versa for lefties.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.
Any heal that isn't restoring HP is a wasted heal. Having regen on a full tank is wasted. It doesn't preemptively heal when there is nothing to heal and it won't heal more hp than the tank has. Use stoneskin, then Regan after the tank finishes their first half of their combo. Some are trying to help you understand your two abilities and the difference between the 2. Stoneskin is a preemptive mitigation spell, regen to help compliment your heals. The regen heal barely covers auto attacks from mobs as it is. Unless you always sleep everything.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.
Last edited by C-croft; 03-22-2014 at 01:42 AM.
You should have bought an authenticator.....
Your tears feed me....
Regen compliments other heals yes, preempt damage no. I know you don't need to recast regen to heal the tank after each auto-attack. That's not what I meant. And like I already said, shielding is to preempt an attack. Regen just helps other heals.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.
DPS have to be careful not to over-DPS when dealing with under-geared or poorly skilled Tanks and Ifrit EX has a hard enrage when you do too much DPS, he just wipes the party. There is no reason you can't do it yourself as a healer. These mechanics were meant to stress good and responsible playing, not spamming.
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