I haven't raided in a long time but do healers have special mechanics anymore? Like having to pass brand or Imdugud's Prey? Funnily you can't even do that mechanic properly anymore because you don't have a shield at that level.
I haven't raided in a long time but do healers have special mechanics anymore? Like having to pass brand or Imdugud's Prey? Funnily you can't even do that mechanic properly anymore because you don't have a shield at that level.




Why yes we have an extensive list of healer mechanics that lead to endless amounts of fun in savage. This list includes
1) we are the target of hidden light party stack markers
End list
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



I cant speak much of ultimates, but to mind comes the tornadoes from P3S, and Harrowing hell in P10S, but thats about it. Most of the other mechanics are either "Tanks+Healers and Dps" split or individual roles split



Coils are perfectly manageable by people who just show up and try these days. This is the standard that normal raids should be held to. Yeah you might wipe a few times but there’s damage in reasonable, consistent levels with the odd big spike. T7 can be a bit hard with how easy it is for someone to accidentally sabotage the party though.…
Binding coils of bahamut. Make them not... weird and weirdly difficult. Along the lines of HW normal raids difficult. And put them in raid roulette. Heck, you can certainly trim plenty more fat off of ARR to make these required content instead of all the fluff. ARR being a bad impression on new players is an issue and this could be a fix for those who don't know the carryover story from 1.0.
...


T9-13 took me (brand new raiding scholar) and a team of experienced raiders about as long to clear each of them as it took me to fully prog P9S.Coils are perfectly manageable by people who just show up and try these days. This is the standard that normal raids should be held to. Yeah you might wipe a few times but there’s damage in reasonable, consistent levels with the odd big spike. T7 can be a bit hard with how easy it is for someone to accidentally sabotage the party though.
The binding coils are baby easy, but then it starts to ramp up in difficulty without piling the mechanics too high like in later savages.
Honestly I think it's still a pretty good introduction to difficult raiding alongside Extreme trials. Plus, I'd say the story for them should be mandatory as it's the only part of A Realm Reborn that explains anything in the cinematic, and how the realm got reborn.


Maybe putting something behind doing sync'd could to get an ilv reward that sets you up for the current raid tier night be good. Like materials for the crafted gear upgrade, it'll promote it to older and newer players to try CoB.T9-13 took me (brand new raiding scholar) and a team of experienced raiders about as long to clear each of them as it took me to fully prog P9S.
The binding coils are baby easy, but then it starts to ramp up in difficulty without piling the mechanics too high like in later savages.
Honestly I think it's still a pretty good introduction to difficult raiding alongside Extreme trials. Plus, I'd say the story for them should be mandatory as it's the only part of A Realm Reborn that explains anything in the cinematic, and how the realm got reborn.
That or reworking it into something between a normal mode and savage acting as a tutorial on the harder content could work too.



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