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  1. #11
    Player
    Tranquilmelody7's Avatar
    Join Date
    Jan 2018
    Posts
    419
    Character
    Thepale Rider
    World
    Jenova
    Main Class
    Bard Lv 90
    Quote Originally Posted by Lucy_Pyre View Post
    My point is that you lack an understanding of the difference between longer term, more passive, healing versus the more active burst healing that WAR has. My point is also that no matter what the situation is, if a GNB uses Superbolide, they will require assistance from a healer to bring their health back up into safe & stable territory (hint: sitting on 40k HP out of almost 200k is not what counts as 'safe' or 'stable'). You can go on about GNB's long-term healing with Brutal Shell's passive heal and multiple Aurora uses all you want, but that is a completely moot point to go on in the first place seeing as the subject at hand is "tank being able to bring their own HP to a safe territory after an invuln/TB solo or not"; and it's a simple matter of fact that GNB cannot do that solo. The only sources of healing GNB has is Aurora, which is a HoT that only heals around 30-35k HP, and Brutal Shell's passive heal which heals for, in a generous estimate, 8k. Neither of these will bring your health high enough to where a healer doesn't need to do anything to you, even if we expand the time frame to allow for Aurora's full 20 seconds which, spoiler, is an extremely generous allotment. Once again; the only reason that WAR has the capability to stabilize their own HP after invulning is due to their healing functioning in a short burst of health gain. If you want to argue this point more then I can't stop you, but the very kits of the two tanks proves you to be incorrect and I don't see why you're continually trying to insist that you have a leg to stand on other than to save face.
    I'm not even arguing that you're wrong.
    Your mathematics are sound.

    GUN's and DRK's invulnerabilities will pretty much always require assistance of outgoing heals, while WAR's may require healing occasionally.

    I'm questioning the relevancy of your statements to begin with.
    The mandatory healing resources living dead requires will always be greater than those for any other tank invulnerability, due to it's very design.

    In addition, you have to cooperate heavily with healers to actually make it's duration not suck, while naturally making the DRK prone to potential death in the process - two concerns no other tank must worry about at all.

    Not to mention in extra light(Less than 4)group and solo play, Living Dead has zero uses for practical application.



    Quote Originally Posted by AC9Breaker View Post
    From most of the other posts I skimmed here, it seems like a bunch of healers complaining about having to put in effort; which is ironic because it seems like the biggest complaint coming out of the healer camp these days is its too boring and not challenging.
    Quite possibly the most embarrassing strawman in this thread.

    The majority of healers are complaining because of a lack of options they can utilize during healing downtime during encounters.

    I'd imagine most wouldn't want to heal more if the only reason to do so was to cater to the immense drawbacks of outrageously poorly designed skills.
    (5)
    Last edited by Tranquilmelody7; 07-07-2020 at 04:38 AM.