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  1. #9
    Player
    aiqa's Avatar
    Join Date
    Jul 2019
    Posts
    356
    Character
    Eleasaid Seraqa
    World
    Zodiark
    Main Class
    White Mage Lv 100
    Quote Originally Posted by fulminating View Post
    It is miserable when the healer is inexperienced/unable to keep up with incoming damage and the party damage is low enough to struggle with small pulls (stone vigil etc). I don’t think outright removing tank sustain would make the game more fun overall. At the same time, tanks that miraculously cannot hold aggro are/were easy enough to deal with through healtanking, admittedly made more inconvenient by the hot aggro changes.
    Outside of maybe a vanishingly small subset, people have not asked to remove all selfheals from tanks. The point made about heals from tanks is that in no circumstance they should come close (or even overshadow, like with bloodwhetting against multiple enemies) heals from healers, and that tanks should not get enough self and teamheals to take over the whole healer role in easier content at higher levels. I am sure most healers will agree that tank doing small pulls and using their defenses and selfheals properly, should be easy to keep alive for even the laziest new healer. And if tanks really need some additional selfheals to completely selfheal such situations, those do not need to be ogcd/inherent selfheals or strong enough to do the biggest dungeon pulls in the game.
    (5)
    Last edited by aiqa; 06-17-2024 at 08:58 PM.