

I see. We have very different objectives as a healer, then.
I see my job as to keep people standing and with HP safely above incoming AoE damage. I don't see the need to keep everyone topped off at 100% w/ Stoneskin all the time. Over long fights, that 100-150 DPS adds up.
But again, that's more with SCH and not WHM.


Then some guy DPS (or the other healer) falls into a trap or something unexpected happens and that guy, who could come out of it alive, now is dead. And to get him up and running will take like 1.5k MP. Not to mention the HUGE GROUP DPS drop cuz the guy will need to rebuff and pick up the dmg, the weakness debuff, aside from the time taken to rez him. Nice going.
"Ah," you will say. "if some noob took avoidable damage it's his fault".
Typical of individualist, elitist raiders, planning fights with a flawless execution in mind, and then telling people off when they fail the slightest. The type of mentality not fit to a healer IMHO. You think about the GROUP, not the individual performance. You are a SUPPORT role. Now, given the style of the fights on FFXIV, which healer is gives more support to the group? the one that widens the margin of error of the entire fight, or the one who does marginal DPS?
I dunno about you guys, but I rather be / have a healer in my group who can turn failures into successes than one who simply "puts out moar deeps". But what do I know, right?
Last edited by AlexionSkylark; 11-15-2014 at 04:07 AM.



IIRC, ACC was added to healer gear for hunts. Elite Marks require a higher ACC cap than regular enemies and SE decided to give healers some ACC so they could solo them (especially the B ranks which are now and originally were meant to be solo'd). That's why the new gear has no substantial increase in ACC; Mark acc reqs are still the same.
Basically SE is only going to assist with open-world content. If you're so adamant about DPSing in Coil then meld some accessories with ACC and upgrade your relic with it.
The kind who contributes more to a group by DPSing instead of dishing out excess heals. It takes infinitely more skill to keep people above the HP threshold necessary for them not to die than to always have everyone topped off. The whole challenge of playing WHM is knowing when NOT to heal. FYI, DPSing and killing something faster can be its own form of mitigation.
Also, do you not think that DPS reduces the margin of error? A healer DPSing can very well mean the difference in the passing of a DPS race and a wipe, so again, your question is largely misleading. And before you or anyone else brings up the "if a healer needed to DPS, then there's something wrong with the damage dealers and they're carrying the group" argument, I hope you realize that you are doing the same exact thing, but in terms of healing (keeping everyone topped off because they're apparently unaware of avoiding damage as well as activating their defensive cooldowns). But yeah, you're right, me deciding to help out the group during a DPS race is "typical of individualist elitist raiders", and not thinking about the group at all. That is where our playstyles clearly differ. I do not see myself as the baby-sitter of the group.
Last edited by Odett; 11-15-2014 at 04:15 AM.


The question here is, HOW MUCH of a difference can healer DPS actually do in a fight, in practical terms?
If the healer DPS was what made the group pass a burning phase, then they were JUST BARELY getting it, and that needs a real sweet spot to get right. almost ALL of the times your DPS will either be irrelevant (group would have gotten past it even without your help) or useless (your DPS won't be enough to make them pass). Not to mention that MP you're wasting could be used in a heal that might just save a wipe.
And I'm not even getting into the issue of the precious seconds lost in the stance dance which could mean life or death to a group member if you leave such a little threshold for damage. Don't forget that FFXIV is not World of Warcraft; Fights here are much more focused into surviving mechanics than in DPS burning.
Now, how many seconds you think that your little spikes of damage will cut off the fight as a whole? 5? 6? Again, this will only make a difference between a wipe and a clear if your group was BARELY MAKING it, which won't be the case in the vast majority of times. And in those cases, I guarantee that the extra MP saved from not DPSing would be of much more use.
Last edited by AlexionSkylark; 11-15-2014 at 04:30 AM.



Just throwing this out there, but if you want to DPS go ahead and DPS, I'm not against that at all.
That being said, when SE creates these fights (such as coil), they balance them so that any DPS-check mechanic can be passed by 4 DPS + tank/off-tank wearing the average iLevel gear for that instance. SE does not create fights and balance them to where the healer(s) absolutely need to DPS 100%. Basically what this means is that, if you can't pass a DPS check without healer DPS input, either
A. your DPS are overall undergeared for the encounter and/or
B. one or more of your DPS are terrible and needs to improve or be replaced
As I said before, I'm not against a healer DPSing. I'm just pointing this out for the people who keep blabbering on about, "OMG we can't do it, we need our healer's DPS." You should NEVER, ever, ever need a healer to DPS on any fight in this game, as every single fight is balanced to be beatable without it. If a healer needs to DPS to pass a mechanic, your party is bad. If your healer WANTS to DPS because there's downtime, that's fine.


Just to make it clear, while I just consider it an unwelcome change of priorities and I'd not do it or condone the attitude in a group that I lead, I'm not 100% AGAINST it.
If it fits your playstyle, by all means do it. But I think it's utterly wrong to:
A) Expect SE to conform to your playstyle and introduce changes in the itemization of the class to priorize that, creating a forum post to express that concern
B) Spew around that healers who DPS are superior healers, or that healer's who don't DPS are bad.
If you want to be a hybrid Healer/DPS there's nothing utterly wrong with that. Some groups might actually do well with it. But then, I don't think there's anything bad in having to adapt your gear in detriment of heal potency to make you a viable DPSer. You can't have your cake and eat it too.
Last edited by AlexionSkylark; 11-15-2014 at 04:40 AM.
That extra 100-150 DPS can make all the difference in pushing phases/beating enrage timers. Fey illu Adlo+stoneskin on tank WHM regen also, switch to cleric SC shadowflare, dots. Rinse, repeat every lull in spike damage. I can only say upto turn 11. All spike damage is predictable, outside of players not avoiding avoidable damage.
Albeit, that knowledge of when to stance dance comes after learning each phase, learning when the big hits are coming and when the lulls are to allow some extra damage.
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