Tfw when I see you saying healer is unkillable based on FL only with random ranged dps
Tfw when I see you saying healer is unkillable based on FL only with random ranged dps
Arthur Jin
After witnessing a healer tank 5 people and live all I can say is... There is a reason why I won't PvP beyond 1 daily duty.
I feel like that biggest issue is that dealing with numerous healers requires an amount of coordination that is unlikely to be found in many random groups. There's not a whole lot of disadvantages for healers to overcome. I think instant cast heals should be removed - that way if a healer wishes to heal, they need to stand still and cast. It's already a major pain as certain classes to get up and close to a foe and remain in melee range, so allowing healers to easily mend themselves and run around pillars in circles is frustrating. A lot more so if there's multiple healers involved.
Divine Benison, while a shield rather than a heal, is more potent than a Lustrate and about as potent as two DPS GCDs. Since everyone has more than 10k max HP, 25% of that is over 2,5k. On a healer, it's a 3,5k health buffer. It's also their shortest CD.
The effective health gained through that is only temporary, but the difference between temporary health and permanent health only matters if you're not being attacked. If the shield breaks from damage, it's the same as if you had healed yourself for 3,5k. Adlo on Scholar works by the same principle with 2500 heal upfront and a 2500 shield amounting to 5000 total and thus the same as Bene II and Cure II.
AST is probably the funniest, as lightspeed makes all casts instant. For OGCDs, they got Lady of Crows (which heals 2500 upfront + 5000 HoT) and Essential Dignity. The prior is not reliable due to RNG, but at 7500 total potency, it prooobably shouldn't be ignored entirely.
(Numbers taken from the job guide, I'm too lazy to hop ingame to check if they're outdated)
That would be some next level of BS if the healer would be able to heal entire team in fight and not let anyone to go down.
Healers are killable. Problem is... most casual players don't know how to do it.
SO i get to the point: whats this balance with the Healers? today me (MCH) and a BRD teammate caught up an enemy WHM, and we try to kill her for 5min...and we cant.. i used the correct best rotation for MCH, and the WHM just stand there (not even try to run away), regen and cure2 herself and we cant kill her for more than 5 min until she run out of MP.
To kill a healer in large scale PvP, all it takes are two to three DPS' to do a coordinated burst with a total damage potency exceeding 14000 as instantaneously as possible (around 2-3 seconds).
I also suggest that if your co-DPS doesn't know how to coordinate with you, simply ignore that WHM and go after more important objectives.
this is sort of true, but misses the point - even if you do know how to do it, the mechanical execution required is out of sync with what healers are doing.
for example, i just got out of a seal rock where both enemy teams had three healers. is it possible to kill three enemy healers simultaneously? i guess probably, yeah, but you're asking eight strangers to coordinate perfectly with each other to offset any one of three people just pushing their ogcd heal. this is in frontlines, obviously. the real issue arises when you can bring in multiple healers.
as a whole, i think individual healers operate fine. their ogcds could probably be tweaked a bit, and i think the windows you need to kill in are a little too tight, but these tweaks still wouldn't offset the fact you're expecting nearly perfect mechanical execution from two strangers who probably aren't talking to kill one guy who is just pressing '2'.
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