How hard is it to git gud and walk back into the placed bubble after running out of it to avoid an AOE that was placed? From my personal experience that happens more often then healers putting down the bubble early.
Clipping one part of a quote is dumb when there was a whole response in which I addressed tanks moving out of it if it was established. What is it with people internet skimming.
Your experience isn't everyone's experience here... Yes tanks probably do that, but there are a good majority of healers in my experience that just aren't good.
My uses for rescue;
-Get onto mechanic platforms (Atomos, Plegathon etc etc)
-cancel animation lock mostly lb3s
-Stack marker to be in the stack
-Get tank who waited until half health on mobs to then decide to pull more(this is just bad and I never put a bubble down until I feel confident tank ain't moving so when they spontaneously decide ooh more is when I do this) to get in my bubble
-Dps and yes even co healers and OTs to get in my buff and heal range the amount of Divinations/Horoscopes that miss just 1 person aggravates me to no end.
-Vuln up players from getting more (I don't care who you are tank/heal/dps the moment you got that stack I have my eye on you if you decide to eat more regardless of if YOU can handle it or not IF I DON'T WANT TO DEAL WITH IT you will be rescued)
-intended strategies like Hello World 2 etc
-Troll friends and only friends
Rez immunity has always been a hidden mechanic and I don't know why it really should be explained to players the amount of people who don't use it to survive the current casting raid wide is staggeringly high.
Side note: I really wish rez immunity was explained to people somewhere in the game. I cannot think of anywhere the game even mentions its existence, and many people do not know it is even a thing—that for several seconds after being rezzed you are invulnerable and immune to all environmental status afflictions. People canceling rez immunity and promptly dying to a mechanic they'd otherwise survive is hands-down the most frequent situation I end up needing to use Rescue on (usually in alliance raids).
(Moreover, even those who do know about rez immunity may not always get all the implications. I only realized in the past couple weeks that rez immunity also prevents you from getting beneficial environmental status afflictions. I.e., if you are rezzed in E5S and then run through an orb while still immune/invulnerable, you will pop the orb and not get the buff. But that isn't directly related to Rescue, just related to my annoyance that rez immunity is not clearly explained to players anywhere.)
That said Rez immunity also needs to show you what it does protect against and what it doesn't every single mechanic a new boss does is a glorified coin flip if Rez immunity will work against it or not.
Consistency and transparency is what needs to be evaluated regarding Rez immunitym
Neo Exdeath has no idea what raise immunity is.
Maybe someone could tell him T-T
http://king.canadane.com
I use it when idiot Red Mages don't stand in my healing bubble, but they always insist on backing right out to where they were and spamming vercure. I stop healing them after that.
If rescue had a shorter cooldown, I would consider using it properly a lot more often. It doesn't always work well and people don't often appreciate it, but I have seen it used well before.
That said, since the cooldown is so long, I really only use it to kill friends by pulling them away from safety at the last second. Sometimes they get legitimately mad about it and that is even better.
I mean, I feel like "consistency and transparency" includes "acknowledging that this mechanic exists so that sprouts know a little about it and don't just immediately pop Second Wind and die again". And that if you want to show what does or doesn't honor rez immunity, you need to acknowledge that rez immunity exists in the first place in order to provide those indicators. So, yeah, it's always been a hidden mechanic; I just don't think it should be, because right now it's hidden and inconsistent, which I think is a terrible combination.Rez immunity has always been a hidden mechanic and I don't know why it really should be explained to players the amount of people who don't use it to survive the current casting raid wide is staggeringly high.
That said Rez immunity also needs to show you what it does protect against and what it doesn't every single mechanic a new boss does is a glorified coin flip if Rez immunity will work against it or not.
Consistency and transparency is what needs to be evaluated regarding Rez immunitym
But other than "if you rez into the bad and pop Second Wind immediately, I am going to Rescue you out of the bad", my personal annoyance at rez immunity's current implementation isn't really relevant to the thread.
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
Hmm.. I can think of a couple places where rescue can be useful.
Aurum Vale - Second Boss - 100 ton swing on the melee dps who doesn't dodge. Gotta rescue them if it's their first time or the second time because they tend to forget after the first swing or confuse swing and swipe. Also may have to rescue ranged/casters because they are too far away from the boss where my AoE heals can't reach the tank and the DPS.
Sunken Temple of Qarn - First Boss - rescue them to remove doom
Sunken Temple of Qarn (Hard) - Final Boss - pull people away from zombies to prevent debuff if tanks don't position themselves or caster/ranged dps don't move.
Praetorium - Elevator rescue because they afk in cutscene or someone is starting the elevator so I drag them so they can make it.
The Keeper of the Lake - Final Boss - Dragging them into safety bubble or dodging huge AoE.
LoTA - Platform Mechanics - Rescue them to have 4 people per platform. Fifth Boss - Rescue to hide and dodge damage from meteor. Final Boss - When he casts ancient flare, you can rescue a member to save them earlier before the damage goes out and can either wipe or cause their death.
Syracus Tower - Third Boss - When boss uses Curtain Call, you can rescue someone behind the ice pillar. Final Boss - When boss uses Ancient Quaga, you can rescue someone after the platform floats up if they aren't standing in one to save them from death.
World of Darkness - First Boss - Mortal Gaze, rescue them to remove doom
Sohm Al - Second Boss - A player with a red marker is running away from everyone else, but the red marker is the stack marker so I gotta rescue them.
The Aery - Final Boss - Dragging them to safety bubble, though most realize this mechanic by this point. Some don't.
Gubal Library - Final Boss - Rescue someone to stand in the 3 circles to prevent the spawn of adds that can end up making the fight alot more difficult.
The Vault - Final Boss - since some people don't realize chains need to be pulled apart to avoid continuous damage. Sometimes I have to run across the map and rescue someone to pull the chains apart.
Final Steps of Faith - Boss - Tons of AoE, stack markers, lots of movement. Sometimes pulling players together to stack or pulling them out of heavy damage zones.
Shisui of Violet Tides- Second Boss - When hit by seduce + getting ready to get hit by Coriollis Kick, you can rescue that person.
Pool of Tribute - Boss - Stack markers & AoE. The boss knocks away the person with the stack marker and sometimes they don't run back for whatever reason, so rescue may be needed.
Bardam's Mettle - Rescue people from being squashed by the boulder.
Doma Castle - Final Boss - Thermobaric Charge placing a marker on a player who has to move away after it sets down. Sometimes they don't move away, and I have to rescue them before they explode.
Emanation - Boss uses Path of Light on the OT / player with blue marker - rescue the person who is standing next to that person before they get cleaved and die.
Castrum Albania - Second Boss - rescue the player to the right elemental pillar so they don't kill themselves when attacking the boss.
Royal Menagerie - Boss - When boss tidal waves, most players don't usually notice it and die, but if most do and some zone out, you can rescue that player ahead of time. You can also rescue someone who isn't going to make it on phase 2 if you sprinted ahead to the safe zone the moment you land. You can also rescue someone who is standing in the zone where the tail is about to hit again, but the platform is about to break. A lot of players don't realize platforms can be destroyed and insta death when running Royal menagerie for the first time.
Deltascape 1.0 - Boss - Breathwing - Rescue to reposition before they take extra damage
Applicable to every dungeon and Boss Battle: When players stand outside of AoE heals or are too far from AoE Healing range. When unavoidable AoE damage is going out, the player who ran back to the corner after being rescued is the last to be healed. AoE Healing prioritizes both tanks and multiple players who took heavy damage nearby first. Then comes individual healing spells/resses for any player who are out of AoE healing range.
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