ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
3 Magicka NB DPS and a tank is the optimal setup for pretty much all 4-man content right now.
So you often you hear about 3 or 4 dps runs. So the question is healer effective in their role come end game? Is it worth losing a dps member?
SquareSausage wrote: »Non healers heal's are OP.
The grp I'm in for 4 man run 3dd and rank.
I'm pet sorc build, 35k DPS, and the biggest heal ive pulled off with matriarch was 24k+.
Why waste that deeps in a dedicated healer when I can do BoL on my sorc and do very good DPS too.
Zagnut123Zagnut123 wrote: »
This sentence lead me to believe u remorphed for dungeons.
QuebraRegra wrote: »Zagnut123Zagnut123 wrote: »
This sentence lead me to believe u remorphed for dungeons.
nope.. at's a MAGBLADE healer thing, you wouldn't understand Srsly, you can slot SAP ESSENCE for the easier dungeons as a one button AOE and simultaneous group heal. It loses it's effectiveness outside of mobs,a nd on tougher content IMHO.
Mannix1958 wrote: »Zagnut123Zagnut123 wrote: »When "stack and burn" is a valid tactic, u'll prolly need atleast one healer.
If "dodge or die" is the base mechanic, u wont need a dedicated healer.
If u have dps-checks (as in minimum grp dps so mechanics dont happen) above 60k (4 players), bringing tank and healer is a bad idea.
Additionally as healers and dds stack nearly the same stats, 'everyone' can do good enough heals with energy orb or vigor.
To really need a dedicated healer, u'd need mechanics that do unavoidable dps, which is higher than the tanks healthregen + mDDs orb + sDDs vigor + classes base lifesteal ((surge + funnel + sweeps + lotus + embers)/5) and so on, but does not oneshot. I dont think thats actually possible.
This^^
So they need to lower DPS then...a major combat change again? The game should not make tanks and healers nearly useless should it?
Oh please the MMO "trinity" is tired and ancient and it's time games moved past having only 3 boring roles of which characters can generally only do one at a time.
Waffennacht wrote: »Zagnut123Zagnut123 wrote: »So you often you hear about 3 or 4 dps runs. So the question is healer effective in their role come end game? Is it worth losing a dps member?
There useful for learning a new 4 man dungeon but that's it no 4 man needs a healer. If your running with lfg folks then yeah they prolly need a healer but 4man dungeon are just way smoother with 3 dps.
Except veteran dlc 4 man content
NoMoreChillies wrote: »maybe the heals are too strong.
I get DPS is needed but when those same players can pump out enough healing to carry through then healing itself need to be toned down.
Make healer needed by building towards it with gear and CP. Remove any damage + heal skills and replace with one (heal) or the other (damage) never both. Make heals multiply from health, not magic. Then you have tank + healer build health, and DPS build stam/mag.
Then tanks will suffer. So remove armor caps and let tanks stack resistance just like dps can stack damage.
Finally stop making 1 shot mechanics. It just cheapens the game and healers feel useless when it happens.
Zagnut123Zagnut123 wrote: »@Tasear and some ppl run 1 healer now in vaa hm for score runs as well.
this is common from what i see nowadays, just more benefitIs there enjoy buffs for healers to be worth their spot?
also, you could just run a magblade and you would effectively have a healer that does good dpsThey are usefull for trials and DLC dungeons
Others , depends on which ones
not even some dlc dungeons, not even dragonbones or HotR dungeons run healers from what i see
P.S.: a note on the divine trinity, its not needed everywhere, so i wouldn't follow it as if it were a law, its just a mere suggestion which can be skirted around with enough skill
Waffennacht wrote: »Zagnut123Zagnut123 wrote: »So you often you hear about 3 or 4 dps runs. So the question is healer effective in their role come end game? Is it worth losing a dps member?
There useful for learning a new 4 man dungeon but that's it no 4 man needs a healer. If your running with lfg folks then yeah they prolly need a healer but 4man dungeon are just way smoother with 3 dps.
Except veteran dlc 4 man content
Waffennacht wrote: »I have soloed just about every non-dlc dungeon vet hard mode
Clearly they don't require a healer.
Mister_DMC wrote: »Only in elite groups of players. An elite level player can Solo almost all vet dungeons anyways so really you don't need any other roles. DPS is king, so if you have 3 players at 40k+ self buffed DPS it's strictly a race to the finish line. Kill or be killed. At that point all you need is a good tank that can hold the boss still like a target dummy and away you go. But take notice that this only works with top of the top players for dlc dungeons. I've Solo tanked and 3dps'd all vet dlc dungeons and it's a challenge to self sustain but it is fun without a healer.
Waffennacht wrote: »I have soloed just about every non-dlc dungeon vet hard mode
Clearly they don't require a healer.
But was it time effective?
Oh please the MMO "trinity" is tired and ancient and it's time games moved past having only 3 boring roles of which characters can generally only do one at a time.
So you often you hear about 3 or 4 dps runs. So the question is healer effective in their role come end game? Is it worth losing a dps member?