

Ok, try having an unsynched tank pull the entire first room of Aurum Vale and tell me how well that goes.


You mean sync'd.
But honestly, I wouldn't take them seriously. Those golden rules sound good, but like most general case statements, they aren't going to apply everywhere. I'll give you the run down.
1. Means nothing. Healer can die to doom. What's the tank going to do?
2. Means nothing. Tank eats a tank buster raw and dies. Healer can't stop that.
3. I died from 80% hp because the raid wide hits for 95% of my HP.
4. FF14's main game isn't anywhere on the scale for where this matters. There are two places where it matters. Expeditions and Deep Dungeon.
5. This is probably why 3. happened.
6. They would rather the run take 30 minutes because someone may have made an honest mistake.
7. Only a Sith deals in absolutes.
You read through that list and make up your own mind about whether that's something you want to follow.
And I gurantee a level 80 conjuror won't be keeping me alive in Mt Gulg unless it's single pulls, and ain't no one got time for that.
Kinda depends on the content and the situation. Like if I'm in something like an ex trial or savage raid, I do my best to keep someone alive or rez timely regardless of how they individually took more damage. If someone is just constantly dying to mechanics, they'll be kicked from the party or I'll just leave.
DF related content is a bit different for me. Most extra damage is easily avoidable so if someone is consistently dying to them I just stop rezing or giving them any extra healing. Usually its just a waste of dps to rez someone who is just going to die again, or live to just auto attack.
"Ahh, there's our primary point of failure."
- Engineer
- A healer dying, as with any other role, can completely be their own fault.
- Though more prevalent previously, a tank dying could absolutely be the fault of the DPS, or simply of insufficient mitigation.
- Finally, when the healer refuses to heal through consecutive unavoidable raid damage, the total of which well exceeds any DPS's effective HP even when accounting for Bloodbath, Second Wind, and the like, that is indeed the healer's fault.
Last edited by Shurrikhan; 06-17-2021 at 11:05 AM.




When the conversation suddenly steps into DPSes and tanks roles as well, it reminds me of this chart
Obviously, ignore the very last box lmao.
Anytime I get a duty pop for just healer seem 95% of time its aurum vale healer replacement lmao, I just leave immediately too. I hate arr stuff as ast period. Aint nothing dumb to be able to go dirunal sect in hakkue manor but you do not even have access to one regen like aspected benefic. sch least has alqo and if cata thats good for nice mob sweeping provided though party aint full of sprouts. Ty god SE made that lvl sync thing where you dont have to get low lvl stuff for lvl rollo
Last edited by IceBlueNinja; 06-17-2021 at 11:04 PM.


For somewhere like Aurum Vale, it can make all the difference in the world as level 50 is where the first ilvl jump occurs as most 50s that have been around a while (or even the ones that are working on gear) can be up to ilvl 130, while most 49's are lucky if their level exceeds their ilvl. You have a tank that's on level and they try to do a full room pull, it's not going to go well.
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