E11S: Fun to heal. Lots of outgoing damage with some opportunities to delay Earthly Star. Damage is frequent and Elemental Break forces a quick top-up between the protean and the stack/spread damage that could be dealt with using delayed heals like Horoscope, a quick rapture/indom or by mitigating beforehand. At BiS just being topped up before the mechanic is usually enough though. Burnished Glory being a mini-Almagest is nice and was challenging to heal when undergeared. Some annoying RNG like the thunder tether applying a heavy DoT (good if a melee is targeted because of bloodbath and second wind, bad if caster) to a single target which made healing feel inconsistent. Lightning Elemental Break is also harder to heal than Fire and Light; getting Lightning first during Cycles can sometimes end a run.
E12S P1: Very well designed. Frequent Maleficiums make it difficult to rely solely on regens between each phase, forcing quick top-ups through Indomitability, Earthly Star etc. Damage happens back to back with primal release mechanics, double tankbusters etc keeping healers constantly on their toes and forcing GCD heals when undergeared. Incoming damage is very high during Diamond Dust and Titan, however the knockback during Diamond Dust is much easier to deal with with an AST due to Horoscope not having a range limit; Celestial Opposition is also very strong here for a few ticks of regen before and after the knockback or after the initial cast. WHM/SCH teams suffered when undergeared as each healer could only heal their side of the arena after the knockback and mitigation was limited to just Galvanise and Seraph + Temperance. Neutral Sect + Lightspeed allowed teams to overmitigate the knockback itself, especially with a SCH. Even with gear incoming damage is high and party mitigation must be coordinated. It is near impossible to 0 GCD heal this, as far as I know most groups are still using neutral sect during diamond dust.
Titan phase does heavy damage that can be partially avoided by groups that know not to stand under the bombs when they drop, and the Maleficium afterwards forces a quick top-up. The damage comes in a steady stream compared to DD which was a lot more burstier so personal heals such as Bloodbath and Second Wind can be coordinated to ease the burden on healers.
The stacks during Giants deal heavy damage and so do the beams + the knockback after, forcing top-ups while the healers are handling their own beam mechanics.


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