Either way, its clear that the playerbase doesn't play healers the way Devs apparently designed them to be played. Either by simply healing with OGCDs and dps the rest of the time or using only one healer per full party.Part of the reason for that downtime is simply the presence of that other Healer. The other is the clockwork nature of incoming damage perfectly matching the cooldowns of powerful oGCD healing.
In terms of sheer healing output, One healer has both the MP staying power and the raw healing to solo heal Full Parties.
Try to solo heal it and see how the proportion of Healing vs DPS changes.



Foxclon is a WHM main, he's pretty good at the game, based on his adventures on twitter and him playing on livestreams. YoshiP said it himself healer DPS is required for early savage clears. Clearing Shiva Savage on week one was an extremely hard feat that it was Japan that took the world first crown.
Solo healing isn't even optimal in savage play. Different skills between healers line-up for mechanics. For example, Scholar is best of the three healers to "heal" the beginning of any fight in the game. All of their oGCD resources are available at a pull. Spread-lo on pulls, fairy for first AoEs, etc. White Mage doesn't have anything aside from single heals and assize, which is prioritized in an opener damage, holding assize until something falls out of the sky means you lose casts per-fight. Meanwhile they need to manually grow lilies with time or be casting, and that's not optimal.
It's the same as tanking, it's always lousy to just let one tank run out of cooldowns when the other's is fully up, which puts more strain on healers, and therefore lowers raid DPS. In Savage/Ultimate they already force discourage one "main tank" for a whole fight with debuffs, one-shoting a tank if they don't swap. Normal modes they don't force it lately, but they kindly encourage like back on New Titan, whereas it's obviously required in savage.
Last edited by technole; 05-15-2020 at 04:19 AM.
I agree about solo healing not being part of the argument regarding the balancing of DPS and Healing. If somebody uses solo healing as some sort of couter-argument to healers spent most of their time casting DPSing spells, he or she do not understand your argument of solo healing not being optimal in savage.Foxclon is a WHM main, he's pretty good at the game, based on his adventures on twitter and him playing on livestreams. YoshiP said it himself healer DPS is required for early savage clears. Clearing Shiva Savage on week one was an extremely hard feat that it was Japan that took the world first crown.
Solo healing isn't even optimal in savage play. Different skills between healers line-up for mechanics. For example, Scholar is best of the three healers to "heal" the beginning of any fight in the game. All of their oGCD resources are available at a pull. Spread-lo on pulls, fairy for first AoEs, etc. White Mage doesn't have anything aside from single heals and assize, which is prioritized in an opener damage, holding assize until something falls out of the sky means you lose casts per-fight. Meanwhile they need to manually grow lilies with time or be casting, and that's not optimal.
It's the same as tanking, it's always lousy to just let one tank run out of cooldowns when the other's is fully up, which puts more strain on healers, and therefore lowers raid DPS. In Savage/Ultimate they already force discourage one "main tank" for a whole fight with debuffs, one-shoting a tank if they don't swap. Normal modes they don't force it lately, but they kindly encourage like back on New Titan, whereas it's obviously required in savage.
In any case, the argument of "Healers are subjected to long and common stretches of healing downtime, therefore removing skills that fill up that time is clearly a bad idea." still remains. Though, I guess the idea of simplifying the healer's dps kit is not necessarily bad. If all healers had a somewhat engaging kit to fill up said time, such as AST with card-play (Or at least a satisfying iteration of card-play), the one-button spam would not be so jarring.
A couple of the Omega fights, like 4, had that and as a healer I cant say I really notice the debuff in normal modes.
Just another symptom of the devs handling healers with baby gloves.
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