I'd like to just point out that Healer DPS can effectively shave off 5 minutes off a roulette, even more the further back we go in the 3.X patches due to overgearing. The problem with people seem to think /Oh it's just 5 minutes/, then you mulitply that with Expert/60/50/Trial, all of a sudden you've saved 20min, that's a free dungeon run that you've lost, food for thought.
You can end up spending as much conplaining and waiting for the penalty timer to expire.I'd like to just point out that Healer DPS can effectively shave off 5 minutes off a roulette, even more the further back we go in the 3.X patches due to overgearing. The problem with people seem to think /Oh it's just 5 minutes/, then you mulitply that with Expert/60/50/Trial, all of a sudden you've saved 20min, that's a free dungeon run that you've lost, food for thought.
I'm not speaking on what if your group can or can't do it, that's not my point at all, my point is that Healer DPS shouldn't be taken so lightly as if it doesn't contribute anything at all, because it does and makes a tremendous difference if you're aiming for clearing something quickly/farming. Repetition times adds up, 3x20 = 60/1hr or 3x15 = 45min. With that 15min saved, you can easily fit another dungeon, so you just got 4 Dungeons in 1 Hour as opposed to 3 Dungeons. I'm just here to give the data because there's a lot of misinformation about Healer DPS on these forums it seems.
Granted I've never come across these 'Healers who don't Heal' types because usually the ones who are good at Healing will swap in/out of Cleric Stance while keeping the party alive. I digress, just wanted to make that point clear that Healer DPS, which can go as high as 1700 on a Boss, isn't trivial, it's worth it. At the end of the day, depends on your playstyle, and in terms of ilvl, your average player should be minimum i260 by now anyway, maybe i255 at the minimum.
You don't have to care. But, even if you don't, surely you can see the value in fostering a playerbase culture that encourages better play, rather than the mess we have now.
I'm not speaking on what if your group can or can't do it, that's not my point at all, my point is that Healer DPS shouldn't be taken so lightly as if it doesn't contribute anything at all, because it does and makes a tremendous difference if you're aiming for clearing something quickly/farming. Repetition times adds up, 3x20 = 60/1hr or 3x15 = 45min. With that 15min saved, you can easily fit another dungeon, so you just got 4 Dungeons in 1 Hour as opposed to 3 Dungeons. I'm just here to give the data because there's a lot of misinformation about Healer DPS on these forums it seems.
That's a lot of wishful thinking, IMO. It's not uncommon for a roulette run to take 25-30 minutes even with the healer throwing in damage. Again: the biggest concern for many should be how terrible DPS tend to be at their job. We will see what happens after the 4.0 revamp, I guess.
I can only speak from personal experience, but more often than not, I'll never have a Dungeon run exceed 20 minutes /UNLESS/ the Tank and/or Healer is new. Obviously when they're new, they're tentative and slower paced so they can learn, but when it's a group of average geared players who know mechanics, it's never gone past 20min, but again, that's just my personal experience, everyone sees and deals with different scenarios.That's a lot of wishful thinking, IMO. It's not uncommon for a roulette run to take 25-30 minutes even with the healer throwing in damage. Again: the biggest concern for many should be how terrible DPS tend to be at their job. We will see what happens after the 4.0 revamp, I guess.
I only see that consistently in ex. On lvl 60 or lower roulettes? Not really.
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