What are you talking about? Healing is a huge opportunity cost. Target priority in CC is pretty much always "the person without any mana left" because you know they can't heal much and heals from healers and other classes are more like backwards damage mitigation than actual healing. If DoT's and other incidental damage cause someone to heal, that means they're at 3/4 instead of 4/4. Bursting people down with CC is unreliable because of Guard and Purify (although server tickrate and latency can get you kills... christ knows I've died a few times while mashing Guard only for it to just not activate until after I was dead... instance servers seem to struggle with handling the number of games running during prime time on weekends), so it tends to be about attrition. Against good players, anyway. CC'ing someone is generally how you can force out a bunch of heals in quick succession, but a 25k DoT will leave a lot of classes at less than half HP if they don't heal.
Sure, you can pop a potion, but that's a 5 sec cast on top of needing to move to a place where it won't be interrupted, and then moving back to the fight. That's obviously a lot of time to make a move, and DoT effects tend to have 100% uptime if you want it. People undervalue DoT's and discard it as damage padding because they don't really grasp how much CC is actually about attrition. Burst doesn't work if the players on the other team are paying attention and are competent. If it did, 5 DPS teams would be dominant... but instead they tend to lose quite badly to more balanced teams, and 3-healer teams (particularly SCH AST SGE) are actually extremely strong because of their ability to mitigate and cause attrition.

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