If your healer can do that, either the outgoing enocunter DPS isn't properly tuned or your group is overgeared.
Sure I throw a stone or two when I notice that I twiddle my thumbs most of the time, but I prefer encounters where I have to fulltime heal.
I'm pretty sure every single encounter pre-2.4 has been solo healed outside of savage coil. There is no reason to NOT let a healer contribute to DPS when appropriate, and a healer who never uses Cleric's Stance at every opportunity is not an exceptional healer.
Killing things faster means less raid damage, less chance of dying, less chance of wipes, etc.
With an added risk of being stuck in a GCD when something unexpected happens.
Though I have no experience when it comes to the predictability and "spikiness" of raiddamage in this game, provided nobody fails.
If it is all predictable, then DPSing would be logical.
It's worth noting that good healers will take the opportunity to set themselves up to be able to blow GCDs on DPS to assist the party effort.
SCHs aren't noted for contributing as off-DPS for nothing; it's a combination of shielding, a micromanageable healing pet, and Lustrate up their sleeves that make stance transitions particularly smooth and safe for them. WHMs can certainly create windows for themselves to contribute DPS in a similar way, but they have to be more careful about it because of how greatly the GCD impacts the flow of their gameplay.
And yes, most content in the game, including end-game, follows a script and has few variables. At end-game, your variables are basically limited to things like T6's Devour or T7's Voice/Shriek mechanics, where you know what is coming and when (and even which roles or enmity levels can be hit), but not necessarily which individual player will be affected each time.
You're a WHM you don't really have a horse in this race, it's SCH that are generally expected to contribute a bit of DPS.
I noticed that leveling my SCH. In low level dungeons my pet can even do all the healing, allowing me to go fulltime DPS. oO
You need to look at things collectively. Cutting edge groups (like you and others who have past T12) with fast learning abilities and excelling DPS players will not feel the pinch because they are already above the mark. In SCoB the major DPS gate is T8 which requires groups to exceed 1,600 rDPS which players initially took the 5DPS strat to overcome it. Even until now with IL110 gear sets, some groups are only hovering around 1,800 rDPS with the standard 2 tank 4 DPS combination. Turn 10 immediately demands a minimum of 2,030 rDPS to barely pass the enrage timer. Turn 11 requires about 1,800 rDPS but then we have to take into account that the adds have high physical resistance, so in a sense, the demand is the same level as Turn 10 asks for.what lol
2nd coil has less mechanics and more dps checks than final coil. Source: I'm on T13, and check out how long it took for other groups to clear this compared to 2nd coil. Mechanically skilled players are clearing just fine, they don't need gear to meet dps checks because they are really low dps checks. Also, all bosses have extra punishments for failing mechanics.
Mechanics wise I don't really think FCoB is that punishing as SCoB. At least for the first 2 turns which is where I have first hand experience right now. You don't have things like Cursed Voice which was the bane in SCoB (and why it is the most frustrating turn in Savage Coil also) which is way punishing than what you get in the first 2 turns of FCoB. One person's mistake isn't that costly so far in FCoB compared Cursed Voice. This is probably the reason why the top groups are able to blaze though so fast without gear: these are the people who know their job well, and probably 99% of them went through the test of Savage Coil which pushed them on both mechanics and DPSing. They went through the punishment Savage Coil gave them (especially T7 Savage) and these are the people who can dump a rDPS of 2,600 on T8, which meant that higher tuned rDPS requirements like 2,000++ aren't any serious trouble for them.
However, for the many groups who can't clear SCoB without the handouts given in patch 2.3, FCoB will be problem for them.
Fixed that for ya.
I ran a dungeon with a healer like this once. They tried to DPS and heal all at the same time. Holyspammed everything, then kept running out of mana before he could heal me, resulting in three wipes on trash mobs.
In short dungeons with a bard in the party, it can be okay to deviate from healing once in a while. However, in raids, when MP can go from full to empty rather quickly, survivability is a far far greater priority than DPS. Overextending is the worst thing you can do as a healer, or even a tank.
Last edited by HakuroDK; 11-05-2014 at 03:47 PM.
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