Precisely, which is why it's weird that so much of the game's content is tuned to be doable without healers at all. Tanks have enough self-sustain that 1 Tank + 3 DPS parties are viable in dungeons. All-tank 24-mans have been a thing forever. E4S was clearable without healers when it was current. P1S and P2S are clearable without healers. UCoB has been cleared without healers.
And the MSQ is such a huge chunk of the game's content that it's genuinely mind-boggling why healers have only two DPS buttons to use from level 4 to level 90. Back during SB, I leveled SAM as an alt job specifically for the MSQ, because Malefic-spamming my way through SB was putting me to sleep by level 62.
Healers should be necessary and engaged in all content. They shouldn't just be fun only in Savages or Ultimates, or only if you get a party of glue-huffing five-year-olds in DF. 95% of their kit shouldn't be useless in the MSQ, which they'll spend dozens of hours playing through.
This is provably false with some simple logic.
Given: A healer GCD can be spent on damage or healing, or doing nothing.
Given: All EX/Savage/Ult bosses have enrage timers, hard-capping the number of possible GCDs.
Given: Increased damage is always useful, because it makes the boss die faster.
Given: Healing is capped by health bars not going past 100%.
Conclusion: GCDs are a scarce resource. DPS is a more efficient use of a GCD than healing. DPS is therefore incentivized over healing by the game design. Rational healers will try to minimize the number of GCDs spent on healing and maximize the number spent on DPS.
This has nothing to do with Gordias, and nothing to do with players "forcing" uber-l337 meta 1% speedrun strats on people. It is simple logic and economics.
Now do tanks.



Reply With Quote





