Mark one and focus. Easy.


Mark one and focus. Easy.
He doesn't mind us conducting trials so close to his bazaar, so long as he's properly compensated... Yes, Portus, we pay him in sorcery-blasted bird flesh. - Cocobygo

It's just that heals in PvP are too big compared the the amount of damage a player can dish out. You can heal a person in 2 actions but kill them in 10+.



I'm pretty sure a pure healer team could not capture further bases and could not get any of the score from the monster spawns in the centre. They ONLY thing this team composition would accomplish is holding a position.
The counter to this setup btw would be to try and sleep some of them (a few will use their CC removal) and then split your physical dps so you have one on each active healer. They will all be interrupted endlessly and unable to cast a single heal. This is called metagaming and an 'unbeatable' team composition is always beaten by experimenting to find a new team composition to counter them. In this case a team comprised of mostly physical DPS is the solution.
There is nothing wrong here. People are just too lazy to actually change their team composition to counter the healer stacking one.
Meh, healer groups are good for turtling, that's about it. Great for holding a point, not very good at all for actually taking one. Terrible as a roaming group, terrible for contesting the Heliodrome with.
You control a point by having more people on top of it.
It has nothing to do with killing.


I'm not sure I understand the problem. as long as you have ppl dealing damage to a mage, they can't really cast right? They can't cast on the move, and instant cast has a long cooldown, so as long as every mage in the group is being dps'd, even if they have a fairy, they should eventually fall from simple attrition (which should be in the attacker's favor due to the healer wall being unable to focus on damage due to spam healing.)



Or just, you know, have one melee DPS take each healer and boom, their casts keep getting interrupted. If they have a Sleep-happy BLM, get some DPS on that one too.

For all PvP there's a meta game. Players find trends that are strong, and that becomes the meta that is generally expected from the community. This continues until someone finds a system that beats the current meta, and it evolves and changes.
There is no right way to do frontlines, there are simply strategies. All strategies have strengths and weaknesses.
For example full heal parties have little to no chance of winning the objectives in the Helidrome. They are however very strong at holding flags because it's nearly impossible to kill them.
Hint: Make sure you win the helidrome and focus another flag. You don't have to "beat" 1 specific party to win frontlines.

Never seen a group of 8 healers in my 221 frontline matches. Its not as common as you think it is.
That being said, I think people just need to learn a thing or two about tactics, or at least be able to react to other peoples tactics. Can't kill them? Not a problem. They can only defend one place at a time. Not hard for your team to cap 3 other flags and let them have their fun.
But to be quite honest, you only need to cap 2 flags and control the middle to win. Maybe try thinking outside the box a bit (or just organize better) They won't last in mid against 2 other forces. In a nutshell, (imo) just have to learn to play better to compensate for that once in a very blue moon situation where it arises.
Each base has multiple points to attack from. You can enlist team B to come assist in between PvE, You can take their other points of interest keeping them at 1 flag. You can split your forces and attack from multiple directions each focus firing 1 target per group. They can only heal people in a certain range. You can utilize sleep effectively (scholar pets) and coordinate only specific people to sleep/damage them. (minus AoE of course). I can think of at least 10 other ways as well to deal with situations like this. Use your imagination. Get creative. Be proactive. Solutions will appear![]()
Last edited by Rhas; 07-21-2014 at 06:53 PM.
Its easy to say and hard to do. While you can still win its just annoying and not fun to play vs more than 3 healers. Those "focus healers with a bard" strat is just good at paper but not so good at practice. Healers have too many tools to make 1 single dps life hard. (this is not a bad thing IMO).
So, as many pointed out, i think SE need to put some kind of debuff / nerf to heal potency or maybe re design the flag base thing to something like 3 mini cap spread around the flag and force healers to do single target heal.
Sorry if my english doesn't make sense, its not my native language.
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