

Oh all the time but in almost every case pretty much everything is dead by the time they run out of TP so any TP buff is rather pointless since they are usually back to full by the next pull. This is Dungeon Finder Roulettes we are talking about.
Lol Maybe, hard to say, comms seem very random. Like I got 3 on monk the other day.... I really suck at monk, and I despise it too, but OCD compels me to finish all the jobs, and that is one on the list /sigh, all I could think though, is that either A. they were in a premade or B. they were drunk... then there is the very unlikely C. that I don't suck at monk as bad as I think I do.
I'm leaning at B, personally.
Last edited by Imoen; 01-05-2016 at 07:59 AM.
Me: "Aww man I'm clicking all the wrong buttons tonight!"
Friend: "You're i190, you can't click a wrong button unless it is no buttons"
Me: "lol"
When healers DPS, they typically do between 15 and 20% of the DPS of the team. So they speed it up by that amount (or more due to possible phase skipping). Actually, this is under-represented, because that 15-20% is of the new higher total team DPS, so it's more like 17-25%.I can accept that healers can/should dps when they have nothing to do but how many seconds of healing downtime can you have before dps is "required".
Some people are skilled enough to weave in some dps-skills in between one or two gcd. But others will trip over their skills when they try to do that and perhaps even lead to tank death when they are too late to resume healing. Lets see how dps efficient that is :P.
And did anyone did any real life tests as to how much healer dps actually speeds up killing of mobs/shortening dungeon run time? Same with tank dps?
This is probably due to them managing their TP, as it gets low they swap to using less TP intensive skills. It's actually an incorrect way to DPS, because the AoE is still more TP efficient compared to Damage Dealt. That said, if you throw goad on them, their TP won't drop as quickly and they'll continue to use the heavy TP intensive (and DPS efficient) skills.
Last edited by Kaurie; 01-05-2016 at 08:05 AM.


So they would turn a 30 minute fight into a 25-26 minute fight? or a 20 second trash mob encounter would take 17 seconds if the healer pitched in. Seems underwhelming somehow in non raid situations.
And the encounter damage time is not taking wasted damage into account, damage spells that go off but hit after the mob is already dead. I witness this all too often as bard.
In terms of bosses healers won't super speed up the fight, but if there's room to DPS and nothing to heal then there's no real excuse for not speeding things along. For trash though, healers significantly speed that up - especially if you pull half the room.
There's also the consideration of where you're at in the run. For instance, in DF, when I'm healing and don't know any of the other party members, I start out pretty conservative. I want a chance to see just how good the tank and DPS are at threat management and damage avoidance before I decide how much I can afford to switch into damage mode. If all is going well, then I'll stance dance and throw out a bunch of damage during the rest of the run. If not, then I'll just stick with healing. But it's annoying to be reprimanded for not doing very much DPS during the first pull, when I'm still trying to determine how much is going to be possible with this party. (Maybe more experienced healers are better at this than I am, though.)
Last edited by Niwashi; 01-06-2016 at 07:16 AM. Reason: typo
Depends on the boss. In Arboretum, having the healer kill the adds against the Malboro boss is a huge time save, especially if you've got a melee or two. Same applies to the second and final bosses of Fractal, the first boss of Neverreap and the first boss of Sirius HM. And letting healers do the slime mechanic in the second fight of Sirius HM is a big help too.

Thank you! We need more tanks like you. I had a DRK the other day that popped living dead every time he hit 50%. He never even got down to 20%. I won't try to speak for other healers, but if I let you get down that far its because I have faith in you. Don't lose your faith in me. WHM has tetra and bene, SCH has lustrate, AST has ED, bene II procs, and light speed. Your healer can get you up instantly. Just relax.When I'm tanking I feel really bad when the healer keep me at 100% HP at all times, It feels like I'm doing so bad that I need a babysitter all times, I feel like trash. Meanwhile when I see that the healer is able to DPS and keep me alive, even if I go under 20%, I feel confident, then I know that I'm doing a good job mitigating damage.
But that's just me.



Once again, you treat it as if there is a cap on how much DPS can be done in a fight and as if it would render the DPS useless if both tank and healer deal a nice amount of dmg too.So...I'm not being salty...I have read other posts....According to most of you, Tank dps + Healer dps = another dps in party. Logically, this means we don't need one dps in a party. Dorander....we dont' need you man, you want us to do your job, that means you don't have to.
But that's not how this works. If you bring 4 DPS to the dungeon, it simply means you have doubled the DPS and thereby halved the time everyone has to spend in there. I do not understand why you are so so salty about having to contribute to only stay in the dungeon 10 instead of 20 minutes.
Again, there is no DPS cap. If you have 2 absolutely awesome DPS players, you get 3000 DPS. If you add in healer and tank, you get 4800 on trash. Does that make one of them obsolete? Nope, it just means whatever you've been doing is done faster. Horrible, I know, right?
So people are "tripping over their skills" and we are still not allowed to call them bad?._.I can accept that healers can/should dps when they have nothing to do but how many seconds of healing downtime can you have before dps is "required".
Some people are skilled enough to weave in some dps-skills in between one or two gcd. But others will trip over their skills when they try to do that and perhaps even lead to tank death when they are too late to resume healing.
I mean, hey, it's okay to not dps at all if you can't do it without letting the tank die, but can you really defend people calling themselves awesome players when they mess up as soon as they are asked to do more than spam Cure/Benefic/Physick? That is literally only using ONE button, something we call bad DPS players out for all the time.
I can get a party safely through any dungeon never doing anything but hitting 1 on my keyboard. Heck, as SCH, I can go through most dungeons afk-following the tank since the fairy does most of the job...and people are proud of that?
That is no different from a DPS only hitting 1 over and over as well, and no one would defend that as being good.
To answer your actual question: how much healing downtime you have depends on how skilled you are. No one starts out perfect, just throwing out DoTs before the tank goes below 50% HP is a good start
That's also where skills other than basic cures get their right to exist from - if you constantly keep your tank topped off anyway, there is no need for neither regen nor shielding (since you heal any dmg right away anyway).
But both shields and regen give you more time before the tank drops dangerously low, which means more time to deal dmg yourself. And if you are good, you will learn to read the flow of battle and be able to let a tank drop VERY low before saving him with your big instant heals (Benediction, ED, etc.). Of course, try not to overestimate yourself - your first and foremost job obviously still is to keep everyone alive. But actual skill in healing lies in keeping someone alive whose life is actually in danger
And that's something you only get in 1 of 3 situations:
1. big amounts of incoming dmg in raids (a situation not applicable here, because dungeons aren't that hard)
2. people failing mechanics so hard that they are constantly on the brink of death (no one in their right mind complains about a healer healing when it's necessary, but these situations shouldn't be happening in the first place)
3. you create the situation yourself, preferably by doing something useful while waiting for the tank to get lower than 100% HP![]()

I don't like this at all. I don't mind Healers contributing to a burning a boss down, but relying on Healers to not only do that, keep the party up, and do what is suppose to be DPS mechanics, is just wrong to me, and promotes lazy DPS.Depends on the boss. In Arboretum, having the healer kill the adds against the Malboro boss is a huge time save, especially if you've got a melee or two. Same applies to the second and final bosses of Fractal, the first boss of Neverreap and the first boss of Sirius HM. And letting healers do the slime mechanic in the second fight of Sirius HM is a big help too.
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