A healer in this situation has to use their abilities as best they can aswell, to open himself and the co-healer more windows to dps and therefore push out more dmg. In some cases when for example the other healer is dead, you need to know how you can save the run with using the abilities to the best of your ability aswell.You get first clears sooner in most cases, skip mechanics, have an shorter fight and for me doing dmg as healer is about optimising my heals and think about ways to be more efficient and an better healer overall.This isn't the case when you do the same as a healer. You precast shields or regens and can always predict when damage will need to be healed. You default to dealing damage, as you always do, but it doesn't give you anything for doing it.If you play an ast as a whm you are an bad ast, simple as that. You need to keep track of your cards, thinking about usage for your time skills and have some different tools with different advantages.When you look at the foundations of the healers, all three are very similar. It's hard to find motivational n to play a job where you're often doing the exact same thing as your counterparts.You have to consider how much, when and how to heal efficiently. Stuff that healers should think about and not have an very complex rotation + healing, because this would make the class very hard. You do dmg to clear fights in some cases, because especially at the first clear mistakes will happen and then the dmg could be to low and you see the enrage timer without healer dpsing. I play tanks and dd aswell and while those have their own ways to optimise and are fun too, healing for me is all about the teamwork and the fun when you optimise your healing and get better and better. In the end this is more fun than playing either tank or dd imo. The dmg rotation for healers in itself isn't very fun, but it doesn't have to be, cause healing the most efficient way already is and this is what healing is about in FF14 imo.As a healer, what is there to consider? The AoE is targeting you, you don't need MP because it should be managed properly, but you have no job mechanics or aspects related to your damage. Sure, you can still Swftcast your filler spell or use something instant, but the outcome offers nothing. You're expected to deal as much damage as possible but with no incentive to do so outside of shortening the encounter time. I


Reply With Quote









