"Once upon a time, you were the based healer, who could carry any tank through the largest of pulls! Now you're just here because the Duty Finder said you have to be." - Lucy Pyre
I've watched the clip, and honestly, I'm not surprised it was doable. 7 DPS cuts a sizable chunk out of your average kill time which means less time to slip up and make a wipe-causing mistake, and of the DPS they brought all but one had both a party-wide damage buff or some form of heal/shield/mitigation/res.
Having the one remaining DPS be a Samurai stacked with 6 separate raidbuffs and Dance Partner is something else though, that's a raw 33% DPS upgrade on that player alone, and 28% for everyone else. Across 8 separate players, that's a LOT of extra damage.
This is so dumb. Solution: Remove DPS from healers.
Food for thought: When a healer refused to stop healbotting my Warrior, I dropped all self-healing and mitigation during trash just to see what would happen. Even favoring Cure over Cure II or maintained Regen, he was still frequently overhealing even while slipping in occasional damage or stopping to type. Again, that was without me using a single self-heal or mitigation skill in W2W pulls in which he joined late (unless he had Rescue with which to pull me back as I used Sprint). Like, I was doing everything I could to make his habits feel like they had a context in which they'd be warranted and even with the Cure Is and no tank skills (nor Temperance, etc.) used, he was still ending up with downtime or majority overheating.
In most Endwalker multi/all-packs pulls, I would not have survived that off incomplete uptime, let alone with so much spent on Cure I. I've heard commonly that Dawntrail dungeons are finally requiring some GCD heals, but I can't remember having to use any outside of Afflatus spells while leveling WHM, and as a tank the risks seem even fewer than in Endwalker and that's without even accounting for our added self-sustain.
Last edited by Shurrikhan; 07-31-2024 at 07:06 AM.
Same experience here. I begrudgingly picked up WHM to fill FC roulettes because, while half my FC are healer mains, everyone is playing Picto and Viper right now and the only difference between EW and DT is that DT actually makes me use all my OGCD heals sometimes. I need to use Tetragrammaton for once, not just lillies. But that's also about it. I only occasionally needed to throw a Cure II in when everyone was in grey MSQ gear.
7.05 Patch Notes...
White Mage
Dia Potency has been increased from 70 to 75.
Damage over time potency has been increased from 70 to 75.
Astrologian
Play I / Play II / Play III Shared recast time has been removed.
Thanks SE, that does nothing to convince that healers aren't just borderline abandoned content.
You know that reminds me, I switched to AST for a minute earlier just to see what was up and I was absolutely baffled that, after all their talk about button bloat, they made THREE different buttons for Play. Like what.
Oh it gets better. Take a look at the changes overview on the Job Guide page.
White Mage
The potency of several actions has been increased to keep in line with other healer jobs.
And Samurai gets its 'Tsubame Gaeshi' change explained twice. And MNK's listed potency changes are wrong (probably the wrong action is listed, those potencies look like Tornado Kick/Phantom Rush).
At least AST cards will feel less crap to use, from a 'weaving' standpoint. Can't really say the same for the actual effects though personally
Yea it's supposed to be Phantom Rush for MNK that's going from 1400 to 1500... But I wouldn't mind if it was True Strike that got 1500 potency. It's not like they actually care about balance and as proof of that I offer Healers.And Samurai gets its 'Tsubame Gaeshi' change explained twice. And MNK's listed potency changes are wrong (probably the wrong action is listed, those potencies look like Tornado Kick/Phantom Rush).
At least AST cards will feel less crap to use, from a 'weaving' standpoint. Can't really say the same for the actual effects though personally
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