There's probably multiple approaches I could see being possible for different ways to heal. Warcraft, ironically, can be borrowed again for some concepts to explore.
Traditional Poison / Disease: This one will probably be still classed as "boring" by Hazama999. It's literally just an Esuna and forget debuff. ForsakenRoe did suggest a Healing Absorb type debuff that can fit under this category, but you can out heal the variable assigned to it if there are too many. Out healing it would be the solution for a weaker heal absorb plastered on a full party / raid.
Unstable Affliction: This is a Warlock Affliction DoT that will punish the healer dispelling it with high burst damage and a fear affect. It was originally done so Warlocks wouldn't be worthless in PvP. This approach can be further refined by asking the target to have a certain HP threshold before dispelling. If the wrong threshold is done, KABOOM. So if it needs the target to be less than 50% HP, let the DoT take the target to that point, then use Esuna. The consequence of getting it wrong could be a silence with damage on the healer, a group AoE worth 3 quarter HP or maybe the poor afflicted ally gets it with maybe a near 5% HP left. Another affliction for the consequence could be healing down on the targets hit with the dispel damage.
Multi Gravity Attacks: This is an alternative towards the typical multi attacks that happen. The goal here is to not heal as much until the big burst strike happens at the end since the gravity will always cut off half to 3 quarter health per strike. Although this also means the gravity will not kill you if it is programmed to always leave 1 HP. Basically, the healers should prep regen effects during this time, then fire off the burst heals just before the end non-gravity strike. The SCH spreadlo might have to be saved for the end strike.
Doom: We already have these present on some fights. It's just the traditional method of healing someone to 100% health to dispel the affliction with Esuna not working on it. I suppose this could take a similar approach to what I said for the Unstable Affliction DoT. What if this type of debuff needs the person to be less than 50% HP to avoid something? If Square can make the tells transparent enough, it could very well be debuffs that changes from 100% HP needed to less than 50% as it progresses for a mech. Of course, when the debuff is applied, it cuts everyone's HP by 50% current health with a weak DoT damage portion on it. Such a mech would probably only work for Savage or with lower consequences on normal mechanics since it would discourage regen usage during this time.

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