It might be the easiest but it's the least engaging and fun role in pvp. Then again, pvp doesn't have any depth so that already has a huge hand into how healers play.I'll never really understand the reluctance of people to play healers when they're easily the most important role.
They desperately need to buff WHM/SCH so they aren't garbage compared to AST, though. Their free swiftcasts coupled with their stronger cooldown abilities make them way better then the other two healers.
Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.
Yeah, it was much more fun in HW and ARR, healers had the full range of their abilities then. You also had to pay attention more, or else an almost instakill dps LB could take someone out, or a Bard/MCH burst could take someone out if you didn't get dots/status effects off in time. There were also much more CCs to deal with, so knowing when to attune or purify was key.
Last edited by NessaWyvern; 09-24-2019 at 08:08 PM.
Ironically Frontlines is at it's most fun when it's queue is near empty and it slots you in for the 8v8v8 mode. It feels actually tactical to play like that, as opposed to the 72 man which more often than not is a zerg fest.
Also I'm down for a title to be added, but I request it be called 'Herder of Cats' because that's exactly what healing in Frontlines feels like half the time.
Absolutely in favor of healers getting more love in Frontlines and just PVP as a whole. It's such a demanding job and you ALWAYS get targeted so you might as well be an honorary tank.
I'd guess it probably has something to do with knowing that if you go healer the opposing team is going to be placing a #1 mark over your head while telling everyone in their alliance focus on killing healers first.
In the Feast, AST really is powerful. In Frontlines...I've noticed WHM are far more powerful, or at least my teams seem to have problems taking them out compared to SCHs and ASTs.I'll never really understand the reluctance of people to play healers when they're easily the most important role.
They desperately need to buff WHM/SCH so they aren't garbage compared to AST, though. Their free swiftcasts coupled with their stronger cooldown abilities make them way better then the other two healers.
They should buff healers to make it more attractive ( not like ARR when Frontline came out and you could solo 4 players with WHM alone ). But Healers must be stronger imo, they die fast and their damage is a lame, being usually the first one to die isn't a incentive when your resistance is so weak and everybody targets on you ( i don't play Rival Wings anymore because i never find people to do that so i don't know if changed, but healers in Frontline should be like there, Healers isn't/wasn't a egg shell where only 1 opponent can rape you alone like in Frontline now, where you must run for your life or stand and die because your damage won't kill anyone and your heals isn't enough to sustain yourself )
secure is absolutely horrible with 24 players, seize and shatter are ok though.Ironically Frontlines is at it's most fun when it's queue is near empty and it slots you in for the 8v8v8 mode. It feels actually tactical to play like that, as opposed to the 72 man which more often than not is a zerg fest.
Also I'm down for a title to be added, but I request it be called 'Herder of Cats' because that's exactly what healing in Frontlines feels like half the time.
24-man Secure is terrible. If they were so determined to keep the giant Borderlands Ruins map for 24 people, they should have just made it Slaughter rules. 24-man Slaughter was way more enjoyable than 24-man Secure ever was. All teams were more or less confined to the middle area and drones still spawned for hefty points. Home bases also had a launch pad directly to the center of the map. The map is just too big and flags too far apart for teams of 8 people.
Healers 100% are not weak, Their heals heal far more than attack normally deal damage, I have survived against 4 people attacking me for 30 seconds just by healing myself, killing a healer can be done with cc and focus, or just simply using adrenaline rush, though even that can be survived, but I have never felt that my heals are weak, quite the opposite, attacks feel really weak compared to heals, just look at the potencies of attacks and potencies of heals, 2500 potency is a number that only the strongest damage abilities have, but it's the potency of a normal heal, combine that with the stronger 5000 potency heal and all the oGCD heals you have and you are a fucking tank without the enemy being really good at focusing you down, at which point they deserve the kill. Have you ever played a healer in frontlines? I have completely different experience and what you are saying makes no sense, it's impossible to kill a healer 1 vs 1, your damage simply is not enough.They should buff healers to make it more attractive ( not like ARR when Frontline came out and you could solo 4 players with WHM alone ). But Healers must be stronger imo, they die fast and their damage is a lame, being usually the first one to die isn't a incentive when your resistance is so weak and everybody targets on you ( i don't play Rival Wings anymore because i never find people to do that so i don't know if changed, but healers in Frontline should be like there, Healers isn't/wasn't a egg shell where only 1 opponent can rape you alone like in Frontline now, where you must run for your life or stand and die because your damage won't kill anyone and your heals isn't enough to sustain yourself )
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