Add Quarn to that. Those bees can be deadly with a tank undergeared and pulling too much and a very inexperienced healer. I will unashamedly say it kicked my butt and made me seriously consider giving up White Mage entirely.
Add Quarn to that. Those bees can be deadly with a tank undergeared and pulling too much and a very inexperienced healer. I will unashamedly say it kicked my butt and made me seriously consider giving up White Mage entirely.Most likely, yeah. There are also specific pulls in certain dungeons like Doma Castle or Bardam's Mettle that can get a little spicy, but I think Aurum Vale and Stone Vigil are the two where you least expect it because every dungeon until those has been a cakewalk.
I don’t feel like any of the creators themselves have dismissed it outright (except maybe Loki) they all seem to agree with the premise of the strike they just disagree with if the situation is as severe as we are making it out to be
I don’t think any content creator (again except Loki because I genuinely can’t sit through his videos so I don’t know) has called the strike stupid. The chat of the the YouTubers seem to lean positive once you get past the “lol why they reeing about xeno dungeon”
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Name one thing that can be slept anymore? Outside of deep dungeon usage.
And yes I consider Rescuing someone from what might get them hurt or killed part of the healer gameplay loop. I also consider raising someone to get back into the fight and be part of the duty, experience the fight, part of the gameplay loop.
I've no issue dropping all dps if I need to do, to hurriedly rez someone, or heal someone with a gcd or any of that.
If I'm playing a healer, my primary role is to keep people in the fight. If I cared about mostly performing damage rotations, I'd switch to my dps roles. That's not to say I won't use my 111111 or whatever, when I can, but that's not my primary function, it never was.
If I'm in Qarn and I see a player is Doomed, and they don't know or didn't notice it, and don't run for the platform, I also consider it part of my role to drop everything and quickly type Doom, you will die, run to glowy platform.
A dead dps player who's been rezzed, even with the debuff, will still do more damage than I would pressing 11111. So it's more beneficial to get them back into the fight, than it is to ignore them, to boost my own ego about how much of a better player I am.
Last edited by Erzaa; 06-18-2024 at 08:03 PM.
Berserker drops 4 rock piles on players, then immediately after places 4 stack markers. Like the only logical thing would be stack with those rock piles, since you do not want to multi-stack and there's nothing else that could probably save you.I explained the Berserker just a few posts ago.
Or perhaps the flames that need to be placed on the curtains and piano?
Or how about Matoya's Relict where you're not sure if the puddles will hurt you or you should stand on them?
The boss that turns you into a toad with an untelegraphed aoe?
Having to get hit by Death Ray or Apokalypsis before you understand what they actually do?
There's tons of examples.
Mortal Flame in Lugus and puddles in Nixie are not explained well, i agree, but both boil down to experimenting with mechanics and trying to see what works and what not.
Boss turning into a specific direction and starting casting something likely means you need to move behind it, also being turned into toad does not directly kill you since it does no damage and you cans till move while transformed, and you can clearly see the shape of the attack, so you won't (ideally) get hit the next time.
Death Ray is that way by design. You're supposed to get hit by it, and move out of the beam, it's why it does continuous, but not immediately lethal damage.
And if you see boss charging a massive laser and see that there are small separate spaces on the sides of the area, those are probably the safe spots to stand.
Like all in all a lot of those require you to just pay attention and learn, like all encounters in the game, really.
Sometimes rumors are just... rumors.
So a skill merely existing does not make it part of the primary healer gameplay loop? Good to know.Name one thing that can be slept anymore? Outside of deep dungeon usage.
And yes I consider Rescuing someone from what might get them hurt or killed part of the healer gameplay loop. I also consider raising someone to get back into the fight and be part of the duty, experience the fight, part of the gameplay loop.
The key word here is "Primary". Even you yourself are not saying these are primary things. Where, precisely, does scraping someone off the floor fall into the primary loop? Where does moving someone fall into the primary loop?
The fact of the matter is these things are secondary details that the healer can make use of in the event that someone else screws up badly, they are not and should not be your primary gameplay. And neither of them are things unique to healers anyway. Summoner and Red Mage can scrape people off the floor, which contributes to the group's damage and therefore is part of their role. Anyone can pay attention and move themselves to where they need to be, fulfilling their own roles.
This is arguing semantics for semantics sake. A healer's primary role is to alleviate mistakes. This includes healing, rezzing, rescuing. It also includes decision making, triage, as to who to prioritise. It's all part of the role itself. Dps is secondary to healers.So a skill merely existing does not make it part of the primary healer gameplay loop? Good to know.
The key word here is "Primary". Even you yourself are not saying these are primary things. Where, precisely, does scraping someone off the floor fall into the primary loop? Where does moving someone fall into the primary loop?
The fact of the matter is these things are secondary details that the healer can make use of in the event that someone else screws up badly, they are not and should not be your primary gameplay. And neither of them are things unique to healers anyway. Summoner and Red Mage can scrape people off the floor, which contributes to the group's damage and therefore is part of their role. Anyone can pay attention and move themselves to where they need to be, fulfilling their own roles.
Yes I understand, I know all of that now. My entire point is that, these mechanics are far less intuitive at first glance, than say an ARR or HW boss, which boil down to don't step on yellow stuff. Which makes them harder for first timers. And even in ARR/HW there were a few of these, but far less than in later expansions, that's why later expansions have harder mechanics. And even when you have "don't stand in the yellow stuff" now, it's not 1 or 2, they cover the whole arena with a small safe spot, or force you to run to the last one, then dodge into the first one, often while also dodging lines etc.Berserker drops 4 rock piles on players, then immediately after places 4 stack markers. Like the only logical thing would be stack with those rock piles, since you do not want to multi-stack and there's nothing else that could probably save you.
Mortal Flame in Lugus and puddles in Nixie are not explained well, i agree, but both boil down to experimenting with mechanics and trying to see what works and what not.
Boss turning into a specific direction and starting casting something likely means you need to move behind it, also being turned into toad does not directly kill you since it does no damage and you cans till move while transformed, and you can clearly see the shape of the attack, so you won't (ideally) get hit the next time.
Death Ray is that way by design. You're supposed to get hit by it, and move out of the beam, it's why it does continuous, but not immediately lethal damage.
And if you see boss charging a massive laser and see that there are small separate spaces on the sides of the area, those are probably the safe spots to stand.
Like all in all a lot of those require you to just pay attention and learn, like all encounters in the game, really.
Modern dungeons and trials and raids are much harder than their ARR/HW counterparts. They ask more of the player do keep an eye on and do.
My next isn't directed at you specifically, but in general however.
It's ironic to me how this whole thread asks others to understand the plight of healing being boring, and I do, I hope SE gives you all more stuff to optimise and do; yet the same people stick their heads in the sand, completely oblivious to the plight of new players and how overwhelming a lot of mechanics can be to them on the first or second try, and what a shock it can be moving from one expansion to the next. Or even to players who may just be slower on the uptake.
Tell me how you knew ram's voice was point blank aoe/dragon's was doughnut in cutter's cry, or the purple crystal damage reduction in dzemael darkhold or about the staff guy's staves in wanderer's palace hard, or pharos sirius or lost city of amdapor (hard)'s butterfly mechanics or tentacles in hullbreaker or first boss of tamtara hard's mechanics or final boss of haukke hard's dps control or aurum vale's untelegraphed attacks on coincounter or snowballs in snowcloak to name just a few.Yes I understand, I know all of that now. My entire point is that, these mechanics are far less intuitive at first glance, than say an ARR or HW boss, which boil down to don't step on yellow stuff. Which makes them harder for first timers. And even in ARR/HW there were a few of these, but far less than in later expansions, that's why later expansions have harder mechanics. And even when you have don't stand in the yellow stuff now, it's not 1 or 2, they cover the whole arena with a small safe spot, or force you to run to the last one, then dodge into the first one, often while also dodging lines etc.
Modern dungeons and trials and raids are much harder than their ARR/HW counterparts. They ask more of the player do keep an eye on and do.
My next isn't directed at you specifically, but in general however.
It's ironic to me how this whole thread asks others to understand the plight of healing being boring, and I do, I hope SE gives you all more stuff to optimise and do; yet the same people stick their heads in the sand, completely oblivious to the plight of new players and how overwhelming a lot of mechanics can be to them on the first or second try, and what a shock it can be moving from one expansion to the next. Or even to players who may just be slower on the uptake.
Then the healer is made easily obsolete.
A healer's primary role is to sustain a group long enough to make a kill. DPS is secondary, yes, as it's something you should do in down time to reduce the amount of time you're spent sustaining people.
Fixing other people's mistakes, that's tertiary. They should be fixing their own issues, not having you making picking up after them part of your main activities.
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