They are definitely a slugfest as a healer, but I understand that trusts are not supposed to be anywhere as efficient as a normal party. Thancred wasn't taking much damage when I would have him tank just one pack of mobs, so I would go ahead and pull two. Even one pack of mobs would take a while to bring down, but with two at least I would have to use some heals. Bosses were fine, and it was pretty easy to pick up on the mechanics.
I surprisingly like trusts though. I was skeptical, but they definitely allow me to actually enjoy a dungeon as I can take however long I want to get through it within the timer. I can look around, take in the scenery, do screenshots, all that good stuff. The NPC dialogue is pretty good too like when Thancred tells Minfillia to stay focused.
Was helping RL friend through trusts, and sat down to read a book during trash, since the book is good and trash doesn't have complications, does it?
Turns out it does, because they asked "Wait, what do I do about Alphinaud?" I looked up, and Alphinaud is dead. Thankfully, Thancred seems to have a Phoenix Down ability for these moments, but still have no idea how that happened.
I hope that when they update Adventurer Squadrons, they immediately give those guys access to Shadowbringers, because they're MUCH faster, and I like raising DPS classes through a group that pulls their weight.
Dancer feels good in Trust. Their AoE makes a short work for mobs despite all NPC only capable of ST.
I run through them just fine as WHM. Holy spam all day. If this is all people have found to nitpick about this expansion is a monumental success. I didn't need confirmation as I knew this. Its still entertaining regardless.
I see some people talking about how healers are bad at healing them
As a DPS DNCer main and an Astrologian, paying attention to PC healers, I feels as though people bag on them too much, incidentally; the tanks pull too large and when the healer is spamming heals and shielding them, if the tank dies,
it's the healers fault and not the dps' Fault? Well, take into account that there are difference in healers and their builds, one you should always be aware, as a tank, of the teams strengths and weaknesses.
If a healer's healing is not sufficient, why do you keep letting them struggle? It's stupid. If the dps can't kill those mobs before you die, then don't blame the healer spending and reloading all their mp just to keep you alive, since DPS is lacking.
You, like the healer, should be adjusting. You're the leader and it's your job to get the healer and dps through, the Healer keeps you alive.
The way I see it, when someone says "the healer can't heal right" it's mostly your fault for not keeping an eye out for your party that you are leading, since you technically are the leader, as a tank.
If the healer can't do big pulls, settle for smaller.
Astrologian heals took a beating, you can't expect them to heal you as well as a WHM or a SCH, you'll need to adjust to the level of their healing capabilities. If you're almost dying too much, adjust the mob pulling
White Mage got buffed, they're better suited for big pulls, more healing.
Haven't leveled my Scholar in SB dungeons yet but their heals are stronger then AST right now.
SE made Astrologian overly busy and have to depend on certain things, you're putting more stress on them then they can handle, most of the times when you exert yourself an a way they can't handle
and then to add insult to injury, after they've spend everything on you, you call them bad because they're doing their job. IN my time leveling my AST, I've come across an issue of not being able to do much
other then healing in a dungeon. With WHM, less healing, with AST, feels like you're spending more time healing because your healing is less potent because card focus.
If a tank can actually remember the strengths and weaknesses of a healer, then they should adjust to that healer like that healer adjusts to them.
Even if the dungeon is slower, I prefer Thancred any day over a PC Tank, most of them anyway, it's better, easier and I get to focus and help more, instead of wasting my time healing someone that don't give a crap about me or the team
and only want to get in and get out, no matter the cost and then complain, if died.
I can't speak for myself, but my friend ran every dungeon using the Trust system on WHM, and he wished he could have run the Trials that way, too. While it was likely a dull experience, at least he didn't have to worry about under-skilled, under-geared tanks pulling too many packs. Obviously a good group of people will be more entertaining than a group of NPCs, but then again, the DF hardly guarantees this.You literally gave us a tank that's perfectly capable of healing himself, without any specific cooldown as far as I can tell. I've done each of the trust Dungeons once for story purposes and it's been a slog everytime 'cause I'm just hitting my one DPS button ad infinitum for 30 minutes.
Play with a fully level'd Squadron and come back to me how quickly 2 archers will massacre everything in their path, which is the complete opposite of the Trust-system:They are definitely a slugfest as a healer, but I understand that trusts are not supposed to be anywhere as efficient as a normal party. Thancred wasn't taking much damage when I would have him tank just one pack of mobs, so I would go ahead and pull two. Even one pack of mobs would take a while to bring down, but with two at least I would have to use some heals. Bosses were fine, and it was pretty easy to pick up on the mechanics.
I surprisingly like trusts though. I was skeptical, but they definitely allow me to actually enjoy a dungeon as I can take however long I want to get through it within the timer. I can look around, take in the scenery, do screenshots, all that good stuff. The NPC dialogue is pretty good too like when Thancred tells Minfillia to stay focused.
- Squadron DPS almost constantly uses AoE, whereas you have to get lucky for your Trust-party to AoE once or twice
I don't mind trusts being slower than normal dungeons so that people have the option to use them to avoid long queues or if they want to do story dungeons single player.
If SE expects me to actually LEVEL trusts post msq they're going to have to speed it up and/or reduce the number of runs it takes to level them up. I'm not running the 71 dungeon TWELVE TIMES with trusts.
I'm not expecting mass-pulls with trusts nor speed runs, and I quite like the slower pace, however I wish that the NPCs would at the very least use AoEs. Because, as any class, but mostly a healer, it can be really boring.
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