That's fair. Healer dmg rotations are incredibly boring, and well.. not even really rotations it's just one or two buttons and one for movementI haven't bothered leveling a healer after being disappointed with them the last couple expansions. And from what I can gauge by both playing the encounters and viewing the statistics from the logs, it's just more of the same. You are still spamming Glare 3 or the equivalent for the vast majority of your time playing. And they didn't even BOTHER to give them a visual upgrade this time lmao
Wdym, you don't like your flowery Medica III that has absolutely nothing to do with their untouched Lily Gauge? lmaoI haven't bothered leveling a healer after being disappointed with them the last couple expansions. And from what I can gauge by both playing the encounters and viewing the statistics from the logs, it's just more of the same. You are still spamming Glare 3 or the equivalent for the vast majority of your time playing. And they didn't even BOTHER to give them a visual upgrade this time lmao
The issue is that slightly increasing the healing requirements doesn't mean that there's enough healing to engage the healer.Thank you for answering. I did personally see a slight Improvement in terms of needing healers (aside from warrior in only dungeons) having leveled all healers and tanks, I don't think Aurora or abyssal drain personally give enough sustain to keep me alive without a healer in dungeons and it's a waste using clemency midpulls and harder content 100% needs healers to clear, but whether it's enough or not is up to the healer mains I guess.
It's a common point of contention in solutions that only deal in increased healing requirements, "How much healing is required to engage a veteran? And will that amount of healing filter new players?".
That's very fair. I guess it depends what engages the healer. I'm engaged with just keeping a tank alive, using my oGCDs to do so but I can totally understand if you're only engaged if you're forced to use GCDs as well (I'm assuming that's the bare minimum you're asking for?) Forgive me if I'm mistaken.The issue is that slightly increasing the healing requirements doesn't mean that there's enough healing to engage the healer.
It's a common point of contention in solutions that only deal in increased healing requirements, "How much healing is required to engage a veteran? And will that amount of healing filter new players?".
Oh I very much do want to heal, and I do heal. I am looking forward to healing savage as AST. I just don't think people should ask for changes without at the very least considering the impact it may have on others. Yes, you can say others do that, but two wrongs don't make a right.
Anecdote, but with good DPS, I ended up doing most of a couple dungeons without a healer on DRK. Was dicey keeping the DPS alive and I did have at least one DPS with AoE heals each time, but between DRK's invuln providing a full heal, some trash kiting, and everyone dodging, we squeaked through trash and the first couple boss fights each time while healer was afk and couldn't yet be replaced.
On Warrior, though, I've little doubt that would have instead been basically absent of stress.
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On healer, the DT dungeons felt like they required even fewer GCD heals, if anything, on the tank during trash (no at-cost heals if tank was competent, few if they mismanaged CDs) and no greater amount on DPS from unavoidable boss damage.
Last edited by Shurrikhan; 07-24-2024 at 04:42 PM.
Speaking just for myself, my engagement in a piece of content requires me to think about how I use my full kit smartly so I don't run out of things when I need it (mostly week 1 savage prog and ultimate prog), this includes GCDs.That's very fair. I guess it depends what engages the healer. I'm engaged with just keeping a tank alive, using my oGCDs to do so but I can totally understand if you're only engaged if you're forced to use GCDs as well (I'm assuming that's the bare minimum you're asking for?) Forgive me if I'm mistaken.
The problem is that healer kits are so overly bloated that what would engage me in a clean run would probably filter out a lot of less-experienced healers. That's why I always advocate for a better healing experience AND a better downtime kit, because it would satisfy me and also not filter out the less-experienced players.
In simpler terms, I want the upper limit of gameplay expanded so I can get my engagement without harming the engagement of others.
That's incredibly fair and understandable. I don't disagreeSpeaking just for myself, my engagement in a piece of content requires me to think about how I use my full kit smartly so I don't run out of things when I need it (mostly week 1 savage prog and ultimate prog), this includes GCDs.
The problem is that healer kits are so overly bloated that what would engage me in a clean run would probably filter out a lot of less-experienced healers. That's why I always advocate for a better healing experience AND a better downtime kit, because it would satisfy me and also not filter out the less-experienced players.
In simpler terms, I want the upper limit of gameplay expanded so I can get my engagement without harming the engagement of others.
I'll consider the impact if there was something to actually consider. As it currently stands, we spend upwards of 70% of our casts on DPS actions so a more varied rotation would have about as much impact as a drop of water in the ocean, even less so depending on how you implement the actual mechanics of the rotation. It's virtually a non-issue if ever there was one.Oh I very much do want to heal, and I do heal. I am looking forward to healing savage as AST. I just don't think people should ask for changes without at the very least considering the impact it may have on others. Yes, you can say others do that, but two wrongs don't make a right.
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