No one needs a Healing DPS. But some degree of emergency self-healing or a spammable weak heal are still good utility for tanks and dps. If you can make yourself or someone else survive where they otherwise would have died, its totally worth having that cooldown or weak cross role spell. Not to mention there is solo stuff to do in this game too, and the ability to recover hp is the biggest factor in how well a job can solo.
Second Wind, Bloodbath, Clemency, Thrill of Battle, Soul Eater, Mug, Life Surge, Cure/Physick. These are what non-healers can do to recover hp. I don't see any problem with taking up a skill slot, especially a cross role one for an emergency self-heal or a spammable weak healing spell. Going to ignore the tank skills for now, because tanks have more use for self-healing than dps do. I figure that its perfectly fine for utility to have a personal oGCD cooldown like Second Wind that does a decent amount of healing... say up to maybe 25% of your hp pool. Mug is too weak and should be adjusted. A spammable spell is a little different since you can use it on others and use it repeatedly (at a cost to DPS). I think that more like 10% of a hp pool should be the cap of effectiveness for something like that coming from a non-healer/tank. Functional, but not strong. Unfortunately, we're already at a point where it does less than 2% and its getting worse.
The issue with Cure/Physick is that our hp pools get much bigger each ilvl and level cap increase, but MND stays the same for non-healer jobs, with just a tiny increase when the level cap goes up. It went from healing around 400 in 2.x when dps/healer hp pools were around 6k to healing around 530 in 3.0 when dps/healer hp pools are more like 20-22k. Its going to keep sliding into the realm of totally ineffective unless base levels of non-main attributes get an adjustment, jobs get specific actions or traits that improve it or change how it works, or non-main attributes start getting put on gear in small amounts. At level 70's max ilvl, I sort of expect a healer/dps to have around 70k hp and for Cure/Physick to heal for about 650 if no adjustments are made. That's like 0.8% of hp pool healed per cast, unacceptable. And the worst part is that there's synced low level content still being used, so you sort of have to devote the skill slot to it because in low levels its decently effective, even though in current level content its terrible.
I've done some level 60 testing on BLM using Physick, so I'm using that as a guideline. 161/172 MND (base amount for 60 Midlander i260 BLM/SMN) heals around 530. 713 MND (Field Commander set + some MND accessories) heals around 2200. That's about as strong as it should get for a Caster. I would suggest that SE increase base MND of BLM and SMN to more like 550 and RDM and PLD should have more like 650 as a level 60 example- healing around 1600-1700 (BLM/SMN) and 2000 (RDM/PLD) for Cure/Physick. These jobs don't need to be capable of taking over healing duties or waste their DPS/threat potential on Healing, but if you're spending a slot for an off-roll utility skill like this it should be somewhat functional. It would help immensely with solo activities like potd, leves, and fating/questing in the open world. It'd help when a healer DC's in a dungeon until a new one pops in. It can help top you or someone else off when a boss jumps away. It'd help right after you or someone else gets raised or while a healer is hardcast raising someone. There are plenty of places to slide in a quick/weak heal as emergency/utility, some even with minimal DPS loss or in situations where dps doesn't matter as much as surviving does.

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