
Some of the things are not spelled out thankfully as a new healer you're going to get increased healing with patch 6.1.





They didn’t buff any healing aspects outside of WHM Lilies now generate one every 20 seconds instead of 30 seconds, and Soteria now has 4 stacks with 70% increase versus 50%. Potencies for basic heals and other oGCDs are still the same. Most 6.1 adjustments for healers were reduced MP costs.
That dungeon is hard, 1st boss and last boss kill me, but I'm still learning, so in time I should get it down, but it's harder then Smileton or that other dungeon in expert roulette.
There is also another issue that sometimes plagues this dungeon - Necrosis not appearing on players 'at the front of the buff/debuff line', as it's supposed to be doing. I brought this up a while back in another post, and I had to expand the default setting from 5 to 10 on showing the buffs/debuffs next to each players' name in the party window.
Apparently, this is due to lag which I didn't know would be a thing affecting the buffs/debuffs and the icon was showing up at the end of that line, which if you have your settings at default, you wouldn't even see it at all which was my issue.
It sucks running it with so many buffs on everyone so I can see Necrosis, but at least now I can see it if it's not showing up at the front of the line. I do DPS this dungeon as a healer, but I also know when it's time to stop DPSing and deal with the people who now just seem to ignore the mechanics of the first boss and stand in stupid. Sometimes, yes, I do let them die from it if I am seeing that pattern. I've even not raised people because they consistently do that and will even stand in bad with a dorito on their head away from everyone else. Not worth my time if you keep doing that and not worth the party's time of trying to save someone from it. If they are learning the place, I totally get that and I explain it to them. Not everyone picks up on where to stand when the wind blows there.But, if you are doing it because you are just being a douche, there's nothing I can say or do but let you die from it.
On that first boss, you stand at the head of the wind to help avoid Necrosis. For instance, if the wind along the ground blows from the entrance of the boss arena, run to the entrance gate and watch for those balls of light around the edge. To the left or right of the gate is a spot to stand and you can avoid the AoE altogether. The second time it comes around, you have to stand directly in front of the boss at the head of the wind as well, and move to the spot behind you that's open, to the left or right of the entrance/exit gates of the arena.
On the last boss, I see a lot of tanks chasing the boss around the arena when the boss does a Prance. Best not to do that and instead go stand along the outer edge of the first prance circle where the boss will jump to on its third or four prance, so you can move when the first circle disappears and you don't get vulned/die. You can still do ranged damage until you can figure out how best to move with the boss if you choose to do so.
Last edited by Greyhawk; 04-12-2022 at 01:08 AM.
No, not really. MP costs were reduced across the board and any 'increased healing' is dismal at best, none of 6.1 really is 'helping' healers. I don't have an MP issue healing - I have MP issues DPSing so much because it's such a negated job.
In the OP's defense, Dead Ends is waaaaaay more difficult than the other two Expert Dungeons.
Personally, I like that about Dead Ends. It feels challenging as a tank. Honestly though, when it comes to the tank dying there's a fairly easy to guestimate fault: if the tank's HP is going down unusually fast for the situation, then it's on the tank. If the tank's HP is going up unusually slow, then you can put some of the fault on the healer.
But it's still the tank's responsibility to account for that, to slow down if the healer is struggling beyond your ability to help them (excluding wacky stuff like the healer pulling and rescuing you into mobs or whatever).
That said--Esuna, Arm's Length, Addle, Feint. ALL of these abilities need more love from its players.
Reduced MP costs that didn't apply to healers at lv 90.They didn’t buff any healing aspects outside of WHM Lilies now generate one every 20 seconds instead of 30 seconds, and Soteria now has 4 stacks with 70% increase versus 50%. Potencies for basic heals and other oGCDs are still the same. Most 6.1 adjustments for healers were reduced MP costs.
Note the specific changes are:
Stone, Stone II, Stone IV, Aero, Aero II, Ruin, Bio, Bio II.
It's not Glare, Dia, Broil IV, or Biolysis.
So MP outside of Lv 80+ content is more or less unchanged. WHM gets a bit more MP now that their lilies is worth using and generate faster.
Speaking of changes though, Aero II costs 200 MP but does the same amount of damage as Dia now. So... Dia is just 200 MP more expensive than Aero II. WHM's Lv 72 DoT is a downgrade.
Just let that sink in.
I think this is a you problem my dude. Or whoever the healer is too. I have no more issues healing or tanking Dead Ends than the other two. Sure, sometimes people die on the first boss if the healer is zoning out. But thats the healer's problem. Dont let them blame you.
Did you expect them to actually take 2 seconds to think about their healer changes? Hahahaha, as if.
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But, if you are doing it because you are just being a douche, there's nothing I can say or do but let you die from it.



