My comp is WHM + SGE(Me). All I can say is I can see why they halved SCH combat sprint.
Originally Posted by Someone
Just because other players play the game. Does not mean you got to be mindful, or careOriginally Posted by Someone 2
The problem ISN'T healers rotation is busted or boring...
So since DSU is out, how about we talk about how DSU is in terms of healing since Yoshida said "Go play Ultimate" if we wanted a challenge? ...and let me kid you not. I'm still on the hill that we need more things to be healed outside of dungeon mobs outside of Ultimate.
Alert: The existence of Ultimate has not, in fact, resolved the issues with nothing to heal and no toolkit to use in 99% of content in the game. News at 11.So since DSU is out, how about we talk about how DSU is in terms of healing since Yoshida said "Go play Ultimate" if we wanted a challenge? ...and let me kid you not. I'm still on the hill that we need more things to be healed outside of dungeon mobs outside of Ultimate.
It's the same as the rest of the ultimates when it comes to healing. Spikes during certain parts, efficiency is just to help with damage checks.So since DSU is out, how about we talk about how DSU is in terms of healing since Yoshida said "Go play Ultimate" if we wanted a challenge? ...and let me kid you not. I'm still on the hill that we need more things to be healed outside of dungeon mobs outside of Ultimate.
Everything is a one shot & if not 8 people everyone immediately dies in the next 3-10 seconds depending on what part of the fight you're on.
Fun fight though.
Originally Posted by Someone
Just because other players play the game. Does not mean you got to be mindful, or careOriginally Posted by Someone 2
The problem ISN'T healers rotation is busted or boring...
So far, from the perspectives I've gotten from people, including in this thread, DSU seems to be less about healing and more about proper mitigation, which is a party-wide responsibility. There hasn't really been much said about healing being more necessary than normal, and, like we talked about a page before, even if it was more necessary than normal, it wouldn't excuse the other 99% of content where we could feasibly Sylphie things out and emote our way to victory.So since DSU is out, how about we talk about how DSU is in terms of healing since Yoshida said "Go play Ultimate" if we wanted a challenge? ...and let me kid you not. I'm still on the hill that we need more things to be healed outside of dungeon mobs outside of Ultimate.
Doing DSU atm as AST+SAGE and it is still mostly dps with some very very spicy spikes in damage, that require the entire team to mitigate. We have gotten to nidhogg phase. I did think while progging it that I wouldve loved some more damage in regular content that was like this. The issue being that alot of more casual players don't even know they have mitigative skills. So the burden would fall on healers anyway.
I already spoke on the healing requirements. My group is working on Phase 3 prog now, thus far it is more of a mitigation check than a heal check, in my opinion. My static’s healer comp is AST/SGE (me). Any GCDs I cast are during downtime; my cohealer is using more GCDs but we have already cut back on some in Phase 1 and 2. I’m certainly engaged, but more so from the mechanic dance and the fact that this is progression. Not because of my healing regimen or my DPS “rotation”.So since DSU is out, how about we talk about how DSU is in terms of healing since Yoshida said "Go play Ultimate" if we wanted a challenge? ...and let me kid you not. I'm still on the hill that we need more things to be healed outside of dungeon mobs outside of Ultimate.
The hardest fight in the game having spicy damage doesn’t change the fact that the other 99% of content still requires the same amount of healing—which is very little.
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Part of the problem I think is that healers have way too many AOE heal options with very strong potencies.
In WoW in comparison, the only healer I can think of with multiple AOE options is Holy Priest and maybe Resto Shaman (with some totems). Every other healer has maybe 1-2 AOE heals, so we're pressing single target heals more and not all single target heals are straight heals, they're regens or an ogcd - so there's some more planning that goes into healing and priorities. Plus there's a load more incoming non-scripted damage to deal with, dot damage to the party and kicks required - guess this stuff is seen to be too stressful for 14.
I think Lucy Pyre on YouTube had a really well-put statement around the end of her video on job design in respond to Kaiten:
“I think having easy content and engaging jobs is a good strategy, but having easy content and brain dead jobs is pretty cringe.”
If the goal of making the game accessible means healing requirements need to stay low, then that can be fine, but we need to design healers with this aspect in mind. Instead they’re designed to be able to heal through an egregious amount of damage that does not exist which trivializes the damage we do get, yet at the same time is designed to struggle if you actually do run out of resources with pathetic GCD heals that eat way more MP than they’re worth and don’t offer you an out.
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