I think you're worrying too much.
Healers have plenty of survive-ability in Wolves Den. Next to Tanks, a good healer is often the hardest target to kill. A lot of the time this leads to squishier targets (Smn's/Blm's/Nin's/Brds. etc) taking way more aggro than healers. Sprinting was not their sole advantage over melee classes either, especially considering stuns stop sprints anyway. Really, there won't be any difference between stunlocks in Feast and WD. A stun target still can't sprint, so nothing changed. Interruptions still work the same way too, so, again, nothing changed.
The only thing that did change is that melee can freely sprint ... but so what? For Mnk's and Drg's this was already a non-issue, because they have gap closers in their skill kits. Further, in the event that they did have to use sprint, they had invigorate / enliven / Icarus wings to instantly restore their Tp back to full. It takes a bit of working with your hotbar, but a skilled PvP'er never worried about Sprinting. The only jobs this might actually make a difference to is War's and Pld's, because they have no gap closers in their skill kits.
If anything, Healers will have been given a bit of relief in this game mode. The heavy medal debuff ensures that the healer will not be the easiest (or even most desirable) target to kill, so long as they avoid picking up medals, and it would appear that players can re-spawn (thought this is still not confirmed), meaning that Healers don't have to worry about rez'ing or dying. If they get focused down and ground into sandwich meat, they can just get back up. No problem. Further, the casual version of Feast has 2 healers (8v8), so there's someone to share the load with. People who are only used to healing in Frontlines might be a little shocked by this game mode because they can no longer hide behind the skirts of 24 other teammates, but I can't imagine a seasoned WD player having any trouble in Feast.

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