You need to relax. I'm not gonna reply to everything in this response because honestly I just don't care enough. But, I need to address a few things you brought up...so, if the healer is able to get through content and keep everybody reasonably healed up, they are NOT a bad healer. To heck with the rest of your superfluous standards and nitpicks, speaking as a Savage/EX Tank myself, if my healer can keep us healed up and allow us to progress through content, hey are a fine healer. Period. You're really coming off as an elitist right now. Also, speaking as a Tank who literally ALWAYS pulls wall to wall, if a Tank chooses to pull mob by mob, it's not a "snail's pace", stop being disrespectful. Some players prefer to do things differently and know what they can and cannot handle, and if their role gives them the authority to control just that, RESPECT THAT, or you have no business playing with a team. Pulling wall to wall isn't required to clear any content, and that's all that needs to be said.
Some of you guys need to really stop treating this game like some nonsense office setting/work setting. It's so incredibly annoying, all you care about is efficiency, productivity, no mistakes, do things this way and only this way, you must abide by my subjective standards. If that's the poisonous outlook you choose to have, then you need to keep that to yourself, and stop trying to push it onto others online who are just trying to have a fun time playing Final Fantasy. If they are clearing content, they are fine.
I do napkin math healing. I use exactly what you need when you need it according to the on the fly skills available to me in correlation to the situation at hand. I see no point in holding onto "emergency heals" in the same way I don't see the point in using them untimely either. The mark of a good, experienced healer in this game isn't the one that adopts one singular playstyle of their choosing for all content. It's the one that can actually adjust properly when take stock of everything they're working with: the instance, the players and everything in-between.
Except that more often than not, healers that follow this mentality "it's ok for tank hp to be low" cause wipes because they aren't healing the tank in time to prevent the tank from dying. If I see my hp regularly staying below 50% before I get a heal, I start pulling smaller. I don't enjoy dragging out runs because the healer should be on their BLM instead of their WHM.
People like the OP are why we urgently need all of the remaining rejoinings.
I think it's important to be flexible. To me that's the big takeaway from this lengthy discussion.
Every player knows where they stand and where they want to be in terms of playing their respective job. Unless a player is being completely ignorant, it is impossible not to see the differences in ability and overall performance within each group. When there are such observations, it will be up to the individual player whether or not to adjust the way they play their jobs. No amount of shouting, yelling or well-worded arguments on this forum will change that.
I would say completing an instance faster by being efficient is an objective, not a goal. By performing the duty, each member tries to achieve this in their own way. The goal, by which I mean results in duty completion, is to reach the end and defeat the last obstacle. It is safe to say that, in general, this requires both the tank and the healer be alive - meaning they need to be able to work together.
When you have a new team, made up of people you don't know and have never played with, you may well have to let go of all your preconceived notions and simply prepare for anything and everything. Hopefully, you can all work, as a team, to complete the duty.
I can't get no! Satisfaction.
I would but unfortunately SE wants 2 dps and 1 healer for a dungeon, not 3 dps :P
Jests aside, dropping below 50% doesn't mean you're in danger. That's something best decided seperately with each case.
I had paper tanks and one GCD was enough to bring them from a comfortable 70%+ to danger zone. No choice left but to babysit.
On the other hand, if I have a tank who knows what he's doing he'll definitely drop below 50% a couple of times and may even stay there for some time without being in any real danger. There's a difference between low HP and actually being in danger.
If I can finish off some mobs before needing to heal, I'd rather kill them and then heal instead of healing and leaving more mobs alive while doing it.
If I can finish my cast before needing to heal, I'll do that.
If I can push back healing for a couple of seconds until an oGCD is coming up instead of doing it inefficiently through Cure II/ Bene II/ Adlo, I'll do that.
I heal as neccessary to keep everyone alive and if healing isn't neccessary yet, I see no reason to babysit. With a decent tank less than 50% HP usually isn't risky at all.
If I have to heal more to keep the tank out of danger, so be it. But if I don't, I won't. Simple.
Perhaps we are looking at this from a different perspective? From my angle, I'm looking at Expert Roulettes. 1 or 2 heals + regen with Asylum/Tetra/Temperance roughly on CD per 2 pack pull.
Here's an example from the 3rd double trash pull in Akadaemia (The one with the large number of Onion mobs right after the two sharks) - 1 unneeded GCD heal that was merely me being overly cautious in a pull that was a minute start to finish. ~28k dps, 2.8k hps with 12% overhealing. 11 straight DPS GCDs (10 Holies, 1 Misery).
The overwhelming majority of Expert pulls are like this currently with only the first pull of Akadaemia being a standout currently. Prior to that, the last iffy pull that springs to mind was the long pull after the second boss in Hell's Lid with the 2 cleaving water snake things, and that was mostly due to the chance of a tank getting the group cleaved. Otherwise meh, my healing isn't being stretched by any degree by this trash.
I will be the first to admit though, leveling dungeons tend to hit significantly harder mostly through the virtue of it not being possible to overgear them to the same degree. Whilst I don't think SHB's leveling dungeons are as rough as HW's, the healer changes pre level cap didn't really do them any favours there either. Perhaps this is the angle your coming from? That'd certainly make more sense.
As far as the stance dancing thing goes, /shrug. I'd like to think that I know a thing or two about DPSing in dungeons. Once I make a proper effort in Grand Cosmos I should get my top 5 or so rank back.
Why sit on it though? It's a measly 3 minutes now, you've got it up every other trash pull and it's super powerful. You don't have to let a tank drop to 10% or whatever to get good value from it.
Again, it's one of SCH's most powerful tank healing tools and the CD is even shorter. You're tying a hand behind your own back by not getting value out of it IMHO. Throw it on as the previous pack dies and it'll be most of the way through it's CD by the time the next pack is planted allowing an easy 2 hits per pull with it.
I'm not hugely keen on this approach mostly because particularly in the current 24 man, there's a point where you end up spending so much of your time and effort focusing on saving the 'bads' from the bad that at best you're costing yourself GCDs and at worst, you're diverting your own attention away from mechanics coming your way. I'll merrily bail out someone who's worth saving, but at the risk of sounding utterly horrible, most of these people repeatedly failing mechanics in Factory just aren't worth saving. It's sadly more efficient to just keep DPSing and raise them as Swiftcast or downtime allows.
Please keep in mind that he confirmed this during a raid tier which REQUIRED healer DPS to clear in the time that it did.
Please don't read this as me having a go btw <3 Healer DPS in dungeons is always an interesting topic imho and other peoples views are appreciated even if they don't align with my own.
Whilst technically true, it's just not that simple once you add in the human element. With a tank that you know and share trust with? Sure, there might be gains to be made there. But with a pug tank you're just as likely to end up with them dropping their rotation and cooldowns in a panic resulting in a pretty sizeable net loss overall.
There is honestly little need to let a tank go super low. I aim for around 30-40% but still have a world top 10 dungeon DPS ranking (And hopefully top 5 once I pull my finger out and work on a decent Grand Cosmos run). There's far more to be gained by pre dotting, thoughtful CD usage and aggressive Holy usage/movement. If I really wanted to try and push for higher ranking I'd be reaching for a DNC/NIN out of the FC rather than trying to wring it out of the poor tank's HP bar![]()
Last edited by Sebazy; 11-10-2019 at 10:13 AM.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
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