
Originally Posted by
Risvertasashi
The range the poly is done from doesn't actually matter. What matters is if a melee dives right into a group of 5 people when they have their burst up.
-Ok, first of all, the definition of 'Dive' is an act of breaking through the FRONTLINE, which is melees and tanks, into the backline of supports. Getting sheeped from 25y away means you are not diving, just in the frontline. Gap closers also have 25y. You will be in range of melees before getting in range of backline which isn't considered as diving or overextending. Overextending, diving, and being in the frontline are all different.
"Yeah you need a minimum sense to wait until an enemy is at least slightly distracted------."
-Yeah, because everyone has minimum sense and one has to be a sacrificial lamb. This is why we have Tank role or some unlucky melee DPS. This game is very easy to spot a split, this is not a FPS, unless its a NIN. Don't tell me you still use that jump in and use Guard to bait out burst..... Not to mention splitting up can make you even more of a clear target.
One of them even has an purifiable stun that cancels the target's guard. Even poly can't do that.
-Two, MNK and AoE for RPR. All LB. Might as well throw in NIN LB for guard piercing. All 3 can do something akin to stun and cancel/pierce Guard but that would be comparing an unpurifiable 25s cd skill to LBs.
Your problem here is that you're comparing white mage to other healers.
-Your problem there is the fact that you tell me to compare healers to burst type DPSs. They have different kits.
If you make white mage like other healers, it will be trash like other healers and you simply won't see healers anywhere but casual and low ranks.
-All healers can contribute in different ways. It is just that WHM has immediate and impactful results right out the gate.
There are no healers (or tanks) in CC. Everyone is a DPS.
-Let me tell you about the basic characteristics of each role.
Tank (minus GNB, God bless their souls) :
+They have a lot of self sustain or CC or both, naturally high health, and can take a lot more punishment compared to other roles.
+Their LBs were designed to keep them alive for much longer which is very good for contests, stalling or being a sacrificial lamb.
Healer :
+They have targetable healing capabilities, party buffs or debuffs or both, CC or no CC, DoT or no DoT.
+All of their LBs can give their party a huge passive advantage in team fights and contests.
DPS :
+They have many dmg dealing options, self buff, moderate-high dmg potential, have CC to increase killing capabilities.
+Their LBs are mostly very damaging or devastating to the opposing team and have a lot of play-making potential.