If your going to limit how many healers are in a party then you might as well do it for everyone because it'll get pretty ridiculous.
If your going to limit how many healers are in a party then you might as well do it for everyone because it'll get pretty ridiculous.
maybe they need to rework que a bit.
sometimes you dont get ANY healers sepct 1 in all alliances...
you need atleast 2 per team or youre screwed most of the times with just 1
and the other team was 3.
If they limit it, what you think is gonna happen for the queue times?
Nah, they can go on the offense as well, all they have to do is just run on top of a cap point and stand there, you are mistaken if you think killing people is required to cap a point, you simply need more people standing on said point than the other team. I've seen this tactic employed by enemy healers on our very own outpost.eh... 1. It's uncommon for more than 2 healers to be in most parties, and even when there are...sometimes ppl switch to other roles. 2. This is a risk v. reward situation. Sure, stacking healers might defend a base better....but they don't zerg as well as other dd's and lack a dd LB. Also, if you're having trouble claiming a flag....there ARE other flags...go get one of those, maybe the healers will get bored/be forced to split up.
The problem with this statement lies in the fact you are depending on opponent error. Simply taking one healer out in a group of 3-4 proves ineffective due to pvp raise. If the healers react properly you won't be able to do this and pay the opportunity cost of lb use that could have been applied elsewhere. This is why i cited mage lb instead of melee lb - which proves quite effective in the face of 2 or less healers.
I'd be fine with healer specific nerfs in pvp, either way if this isnt addressed I'd bet money if a meta does form within this game the first one will be based on healers, and this is an issue. (anyone remember soraka in early-mid season 2 in league of legends? Sona too, it creates anti-fun gameplay and is unbalanced... 2 whammies in one.)
The obvious contermeasure is organized play - black mages. However due to the current structure of hit the healer til the healer is dead, it's practically impossible to keep them asleep (due to teamates wailing on them premades fix this.)
Last edited by Xisin; 07-17-2014 at 10:30 AM.
OP you can change job at the spawn point with no debuff in Frontlines. Even if you don't have that many healers at the start you can always switch in game.
actually, can only take one dps on a healer. I was in frontlines before, mnk was hitting me while a bard was hitting the other healer. We couldn't heal each other thus dying.Kill the healer cant rely on spell interrupt, because of regen spells. You need two DPS on them, one of them must be a monk for one llm punch to remove healer's buff and regen.
This tactic doesnt work if there are more than 2 healers, in which it is a common norm now after people releaized how strong healers are.
Then you prob need to learn to cast while under pressure. I've seen healers do just fine with much more pressure, than just two dps, if that was the case healers wouldnt be very effective.
Both Blms and Brds are effective against healers, especially whms, due to interupts of casting, if there are 4 healers then place a blm or brd on each, blms can scathe, heavy, lethargy (really effective for slowing casting speed), scholars, kill the pet. Stuns can also help as well. Force the healers to LoS each other. I have never had a problem on my BLM against WHM. Just see to it no one gets a heal off.
Last edited by Spyrit; 07-17-2014 at 08:24 PM.
Try actually fighting within the flag stand, you would of capped it no problem if they only had like 6-7 on defense.
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