The easy content is your dungeons, non-extreme trials, maps, and so on. Why shouldn't the higher end stuff like Extreme, Savage, Ultimate content be hard?
The stat squish is the main reason for that.
My hardest hitting heal is 600p and an Addersgall and it crits for 14k against a Tanks 70k and the average DPS HP of 45k.
I've only done my Sage to 90 so far, but mass pulling tanks simply cannot be kept alive purely with oGCDs.
Especially not the ones I've been getting in the EX roulette ._.
Granted, we are at the base/floor for ilvl right now.
It always gets easier when you overgear the content.
Something so many healers forget is that the behaviour of the party directly dictates how much effort yp7 need to put into Healing.
Get you a group that never makes even the slightest mistake and works together like a well oiled machine? Yeah, you're gonna be DPSing a lot.
But get a squad that makes frequent mistakes across the team and you'll spend a llot more time dropping heals.
It's the only role who gets less relevant based on the skill of the group.
Hopefully, there will be more unavoidable damage in future content that comes fast enough that we can't just time an oGCD to it for an entire fight.
I think this is also one of the reasons why healing is so hard to balance. Healers performance is linked to the group, if tank does not use migation or DPS is underperforming then you are gonna work hard, but if you only play with friends/FC members who know their class, then you won't have heal much and you will be bored.The stat squish is the main reason for that.
My hardest hitting heal is 600p and an Addersgall and it crits for 14k against a Tanks 70k and the average DPS HP of 45k.
I've only done my Sage to 90 so far, but mass pulling tanks simply cannot be kept alive purely with oGCDs.
Especially not the ones I've been getting in the EX roulette ._.
Granted, we are at the base/floor for ilvl right now.
It always gets easier when you overgear the content.
Something so many healers forget is that the behaviour of the party directly dictates how much effort yp7 need to put into Healing.
Get you a group that never makes even the slightest mistake and works together like a well oiled machine? Yeah, you're gonna be DPSing a lot.
But get a squad that makes frequent mistakes across the team and you'll spend a llot more time dropping heals.
It's the only role who gets less relevant based on the skill of the group.
Hopefully, there will be more unavoidable damage in future content that comes fast enough that we can't just time an oGCD to it for an entire fight.
I can't blame the developers for having issues with balancing, they need to make it work for all players who want to heal, otherwise the role will scare players away and they will be like the Tank role.
I think this is also one of the reasons why healing is so hard to balance. Healers performance is linked to the group, if tank does not use migation or DPS is underperforming then you are gonna work hard, but if you only play with friends/FC members who know their class, then you won't have heal much and you will be bored.
I can't blame the developers for having issues with balancing, they need to make it work for all players who want to heal, otherwise the role will scare players away and they will be like the Tank role.
Just ran an expert with a sage and the other DPS was new to the dungeon (to be expected). Tank was PLD. 2nd and 3rd boss the sage and the other DPS died about 1/3rd or halfway through and me and the PLD completed the bosses without them it just took a while. If people aren't standing in things and are using their own role cooldowns to heal/mitigate you really don't need a dedicated healer, but as soon as people start eating things those heals and saves get needed pretty fast and it's exponential. 1 or 2 vulnerabilities and now you need to be perfect or die.
It's a giant difference to the healer from one run to the next I think. Some runs all you do is heal, others you're basically a one button wonder. SE had to make MSQ possible for both to be the case and still be completable.
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?
theoretically savage content will have mechanics more often to justify every healer having more big global safety net buttons but harder is a big no. Especially with the tanks(-DRK) all having self healing to a massive degree now. Done some dungeon runs on warrior and lost the healer and literally just took over healing duty with nascent flashes. It's kind of incredible as it currently is
As long as content is fun i'm okay with it.
I've been playing for a long time, so naturally gotten pretty good.
I am starting to enjoy the game less though, mostly because of the dumbed down changes.
They are taking certain things to far, like Tank busters have visual queue's now..
I think the visual cue for tank busters was needed, was suprised it took so long, we have cues for all other stuff during a mechanic.As long as content is fun i'm okay with it.
I've been playing for a long time, so naturally gotten pretty good.
I am starting to enjoy the game less though, mostly because of the dumbed down changes.
They are taking certain things to far, like Tank busters have visual queue's now..
Bad defensive CD rotation then.The stat squish is the main reason for that.
My hardest hitting heal is 600p and an Addersgall and it crits for 14k against a Tanks 70k and the average DPS HP of 45k.
I've only done my Sage to 90 so far, but mass pulling tanks simply cannot be kept alive purely with oGCDs.
Especially not the ones I've been getting in the EX roulette ._.
You still can big pull and only dps + oGCD healing.
I mean it's healing, so no. SE is dead set on making healers as easy as possible thus making them the most boring Job to play. I'm leveling all my Jobs to 90 and I just don't want to do healers because they're boring.
Why is it that we can't have more than 2-3 dps buttons? How many times can you repackage a heal and give it to us as a "new" spell in an expac? GIVE US A NEW DPS ABILITY FFS I'M BEGGING YOU...
Sure. But bad tank defensive usage was a problem in the past too, the lowered base and reletive strengths of our oGCD healing coupled with bad tanks makes it impossible to dedicate GCDs to DPS.
On the other side of that coin, as a Sage i have exactly 2 oGCD direct heals, 3 if you count the AoE defense buff on 2 minute recast.
Taurchole and Druochole. Same potency, Same Addersgall cost but one has a 45s Cooldown as well. You could argue technically the AoE is also an oGCD direct heal and be correct. Unfortunately since it also costs Addersgall, for Tank healing you would never use it over the ST version.
In ShB, a Heal of that potency would crit for 50k+ out of a Tanks 140k~ health pool.
In EW, that heal at 90 crits for 14k out of a 70k health pool.
Theres also the issue of the DPS themselves, if they're not perfectly executing an AoE rotation and the trash ends up dragging on, I'll run out of Addersgall before the trash dies.
And then when we DO finish off the trash and I'm sitting there with no oGCD heals available, or at best 1 usage of Druochole, the Tank is sprinting into the next pack. Only now i do not have Haima to start with.
And the Tanks own cooldowns will be just as unavailable, leading to the second fight putting even more pressure on the Healer.
Perfectly played Tanks with properly AoEing DPS makes a Healers job supremely easy.
But if *either* of those things are making mistakes, it compounds heavily to make the Healers job much harder. I've more than had my fill of literal paper tanks that would fall over dead if i didn't spend every GCD in the latter half of a trash pack on E-Diag.
Its even quite common to put up E-Diag and use the next GCD on Toxikon only for the tank to lose half of its HP before the GCD is up when they are otherwise pretty sturdy.
Last edited by Sylve; 12-12-2021 at 10:52 PM.
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