I understand that grievance, and frankly, I think that the entire role of healers from a quite fundamental design philosophy across through the skill design all the way to encounter design is an issue. This thread wasn't made with the intent to suggest that there weren't other problems, just that encounters was the focus of this thread over other issues.
Lifesteal actually isn't a bad idea. A vampiric themed boss could have lifesteal on its AOE attacks, combined with a strong visual indicator that they're being healed (so more than just a green number, but maybe an actual heal animation on the boss like lustrate). The other option would be for the boss to have regen during the first phase. Even without an enrage timer, if the regen is aggressive enough, it would force everyone to do the mechanics properly or else be stuck not progressing until everyone gets things figured out. Though there might have to be debuffs like damage down 10-30% per stack or pacify tied to most if not all AOEs rather than make the regen so aggressive that healers have to be able to keep up very high DPS uptime or something.
A very nice way to start a fight and figure out if there's some serious issues with the raid composition.
Frankly, the entire "DPS to recover MP" is actually something that's done in PVP for certain jobs. While it did take a bit of time to get used to, it was definitely interesting and kinda fun. Unfortunately, it won't happen unless if SE decides that healers are fine being secondary DPS until the big heals are needed again.
In regards to other forms of reloading, the only thing I can think of would be the basic heal spells. But that would be pretty boring unless if the fight design was vastly revamped so that spot healing became useful again. Regardless, it has to be something that makes healers active participants of the raid.


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