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  1. #61
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    I don't find Medica II that bad for generating aggro. Like in Phiros say you already have Medica II up before adds spawn. Let's go with worst case scenario and your team is already topped off from it so you are causing over heal enmity. So 50 potency of enmity per 3 seconds X 4. 200 potency divided amongst your 4 mobs is 50 potency per mob every 3 seconds. So if your PLD does a single 900 potency Flash that should keep the mobs off your heels for 48 seconds. You just have to run the mobs to the tank.
    On T1 if your tank isn't using a combod RoH or Butchers (something like 3500 enmity potency) then they should be. It would make your 200 potency Medica II tick pretty minor.
    (0)

  2. #62
    Player Versiroth's Avatar
    Join Date
    Sep 2013
    Posts
    608
    Character
    Kraiden Draxenian
    World
    Diabolos
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Sirantha View Post
    I think the biggest question here is...why is half your group low on health during T1 pre-split?
    I'm still pretty new to healing in this game and I was in a learning group. So, a lot of the people didn't know the encounter all that well (still learning it myself and I didn't know the split was that close). Either way, one mistimed Medica II and we wiped. That seems overly harsh to me. I guess it boils down to me not liking the heal mechanics in this game. I'm used to being able to keep everyone at full health in other MMOs, where as this one punishes you severely.

    Getting rid of the over heal threat mechanic and making us rely more on being efficient would be much more fun to me.
    (0)

  3. #63
    Player
    Pharazon's Avatar
    Join Date
    Sep 2013
    Posts
    141
    Character
    Pharazon Kensaki
    World
    Gilgamesh
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Versiroth View Post
    I'm still pretty new to healing in this game and I was in a learning group. So, a lot of the people didn't know the encounter all that well (still learning it myself and I didn't know the split was that close). Either way, one mistimed Medica II and we wiped. That seems overly harsh to me. I guess it boils down to me not liking the heal mechanics in this game. I'm used to being able to keep everyone at full health in other MMOs, where as this one punishes you severely.


    Getting rid of the over heal threat mechanic and making us rely more on being efficient would be much more fun to me.

    I think what you may actually be having issue with isn't so much the healing mechanics but the fact that FFXIV doesn't allow healers to carry groups beyond a certain point. In other MMOs you can burn mp all day and never run the risk of getting aggro regardless of how poorly other players are playing (standing in avoidable mechanics, eating damage they shouldn't, not utilizing proper threat rotation) and still come out fine so long as your mana holds. In FFXIV you are part of a team and as such all of you must perform to a certain level. Its not that you can't keep people topped off, its that there is a tipping point where avoidable damage that isn't being avoided cannot be healed without threat of gaining emnity.

    So while your job is to keep everyone alive its within a certain sphere of execution from ALL players not just you. Bad tanks and dps can't hide behind strong healers in this game to the same extent that they can in others. There are plenty of fights where you will need to be efficient and that's a huge part of being a WHM and that's without having to cover other players making mistakes. It can be frustrating because you can't carry those players but it makes the group have to be stronger as a whole which benefits everyone in the long run.
    (1)

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