And that's why you generalize. I'm sorry, but most of what you do probably ends up being with people that know what they're doing as well. You would be surprised how badly some people can screw things up even in standard content. And I'm not talking expert roulette, either, as that in itself is a bit more demanding. I'm talking about those lower "grade" dungeons that you can get in Leveling Roulette, or the 50/60 Roulette. Sure, they are mostly pretty easy. But they have instances that are prone for screwup. Serious screwup.
Of course, the very low level dungeons are irrelevant here. I mean, if a Scholars fairy can solo-heal the dungeon even with lowered potency on Embrace...there's really nothing to talk about. But party members ignoring the healer is in a bubble on that lizard boss in Brayflox? It takes a bit of time for the healer to destroy it from within (assuming the healer knows he can do it), and if the tank isn't too well-geared or wasn't at high enough HP, it may not be fast enough. Bombs in Halatali, even the mines?! Bee's in Quarns temple? The game throws things, mechanics, that are easy to avoid, but punish severely for not doing that. Especially if there is a large difference between the skill of the tank and the rest of the party, from a healers stand point, an AoE heavy dungeon can be a pain. When the tank gathers multiple packs...he can handle it with the healer...but the DPS end up falling for them. Aurum Vale and its marlboros can show you how quickly things can go south out of the blue. And the Coincounter can show you how badly some players can play. There is literally one technique that boss have that should be a threat to ranged players, yet no matter how many times I came across it, there was at least ONE ranged DPS death. Instant death, so no, a healer can't do jack squat to that, needs to recover from it. Why?! Because ranged DPS decide to come within few yards of the boss. Why?! No idea. But that's what they do. Same will all bosses. Ranged DPS and many healers in this game have a horrid tendency to come close to the boss even if he throws deadly AoE's left and right. That's understandable in small arenas or when the boss have donut-shaped or similar AoE's. But those are a minority. And ranged approach ALL bosses.
You see...this is a very important part. And one that basically invalidates your entire argument...since it's true (and what I was saying throughout my posts past the first). Why?! Because your entire argument is based on generalization, while this one is objective.
As I said above, I wholeheartedly agree that not using the tools available is a sign of bad, or at least, inexperienced healer. However, cooldown use (or lack of it) is a situational thing based on something that the healer doesn't have control of.
First, a healer needs to know the dungeon. It cannot be done without running it at least multiple times. Seeing as you often get new people in duty finder...clearly, that's impossible to expect often. And when a healer doesn't know the dungeon?! Of course, it's safer to withold on using some/all of the cooldowns at least until the player sees the first few fights with the enemies.
Second, a healer can be paired with a paper tank, or a juggernaut. Or, like how sometimes is the case, "I won't use tank stance cause it hurts my DPS!" tank. Which would be fine if not for the fact that these sorts usually die as quickly as the DPS do as well...and don't hold enmity too well either. Ones that know what they are doing are just rarely doing this sort of content with their tanks after all. And even if they do, they tend to tank in tank stance to make it easier on the other members, at least if asked, anyway.
So yes, I play a devils advocate here. Is using the cooldowns "casually" a sign of a good healer/tank?! It may be, if they are used properly, that is. But is not doing that signs of a bad healer/tank?!...Possibly. Not necessarily. How cooldowns are used is based on factors that are out of the healers/tanks control. They need to "adapt". That's why I disagree with you saying that not using cooldowns is sign of a bad healer/tank. Not because it is inherently wrong, but before it is not clear enough.
They need to be properly timed. And for that, one needs to KNOW about the dungeon, the party and their own limitations in respect to it. The cooldowns may be short, but they do not necessarily have to be usable in every battle. A mob may take less time to clear, while the cooldown may have been used about halfway into the battle. That means that you won't have it for most of the next battle. Maybe there are these bee's with their Final Sting (which is very much survivable by the way) and the DPS just refuses to kill them fast enough. Happened more than once in my parties. So the cooldown may be used at the end of the battle. Admittedly, there is quite a lot of time after the bees where it wouldn't really be neccessary (except for another Final Sting), but hey. Stuff happens where you may end up having these skills on cooldown for most/all of a battle. And that is with planning ahead.
Rather than say that you are wrong or I am right, I'm going to say that both of us spoke of two sides of one coin. That's what it was from the get-go. So really, all I've been trying to point is...to not forget about that other side. By saying "you do it like this, you do it bad" in absolutes is just that...forgetting there is that other side. That leads to players that play only one way, then the party wipes and they complain about everyone but themselves "It's not my fault! I always did it like this and it worked! You all suck!".




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