Harness Magicka and Conjured Ward skills are overshadowing and diminishing the role of healers
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
I mean, did they even think about the fact that healers rely on Harness Magicka/Conjured Ward also?
If you nerf shields, you're also nerfing healers and their defensive ability. How is that good for the game?
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
TheInfernalRage wrote: »NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
From my perspective, and this one someone mentioned already as a reply to a post of a different kind, the problem is the design of the dungeons.
I think many of the dungeons were made without the CP in mind, and to simply blame this on the CP is to condone the laziness of the developers to really design dungeons based on the diversity their system is trying to promote. I love the CP system, it can be a source of creativity for some. I noticed that it was only with the DLC dungeons that the devs are considering the CP. The devs need to overhaul the older and regular dungeons because they tend to be a walk in the park now that the CP system looks like it's going to overpower us some more.
These older dungeons are designed with Damage Dealers always in the privileged spot. This must change. This is why Tanks and Healers are considered side dishes with the sole aim of supporting the Damage Dealers. And this is also the reason why a party of Damage Dealers with decent health sustain can beat most if not all of the older dungeons.
Most of the changes I see at the moment have been on the side of the character (thus the nerf hammer's monthly job) and not on the environment where the characters are contextualized. I cannot speak for the new DLC dungeons on vet, but seldom do we see the effectiveness of a very powerful healer (not the support-only kind) because the dungeon is designed not to highlight the heals but the damage done. Tanks just hold the position, throw some support here and there, and that's just it.
As for trials, veteran Cloudrest and Asylum appears to be moving to a right direction. Anyone going in there thinking this is just going to be a DPS show, may find themselves in shock. But these are not enough. The devs should review the three roles in relation to dungeon and trial mechanics. The function of the Tanks and Healers should be given highlight, not as mere support to the Damage Dealers. More mechanics please instead of the nerf this or nerf that.
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
I brought this up in the healer discord, but I'll repeat it here as it seems appropriate to this thread...
As someone who's new to eso healing, I have to say this conversation is downright depressing. I got into healing to, you know, heal....not be some bard throwing out support skills.
I understand...it is what it is in this game. Still, not exactly what I wanted to sign up for....
I know because the way this game is set up, the traditional trinity roles are somewhat blurred. I also understand that without reliable self heals, things like vMA and even Cyrodiil would be a nightmare.
But there has to be a way to make healing relevant and needed.
I'm no designer or content creator, so I have no solution to how those things can be achieved when Zos has painted healing into a corner, pretty much.
I can't find any fault with Tasear though...she's doing what she can. Not her fault if Zos and Worbal choose to ignore her feedback... which is usually our feedback since she gets her ideas directly from us.
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Then instead of blaming shields, @ZOS_Wrobel should blame @ZOS_Finn instead? Take Scalecaller Peak, for example.
What are the things that will kill a DD?
- Poison cone: 1-shot mechanic that must be avoided, cannot be healed or mitigated
- Ice phase: DPS race mechanic that can only be won by killing the simulacra quickly. A healer can buy you a few extra seconds, but it's ultimately a DPS check.
- Fire breath: Mechanic that can even kill the tank easily, not designed to be healed through, must be kited.
- Zaan's beam: Mechanic that involves either a tank blocking for another player, or other players taking turns blocking for the tank. Can't heal through it.
Why are healers not needed in Scalecaller? Because the content has no healer checks. All the threats on the Zaan fight are 1-shots or other mechanics that no amount of heals (or shields, for that matter) will save you from.
Now contrast that with Vet Cloudrest HM. Healers are arguably the most important people there, because there are multiple healer checks and healing-intensive mechanics, and the death of the healer can very often domino into a wipe. There's ambient damage in the form of Dark Drain that is most efficiently dealt with by having DDs standing within heals. The Baneful Mark mechanic is a strong, intensive healer check.
Now further contrast with the previous trial, Asylum. I've said before that I think Asylum is the worst-designed trial ever, and here's one of the reasons: most of the damage on the DDs are 1-shots. They need to avoid damage--if they screw up, there's not much that the healer can do. And then add on top of that mechanics that force the healer away from the typical healer role, and it's easy to see why the healer role seems bastardized in Asylum.
Hey @ZOS_Wrobel if you don't think healers feel like they're important, go blame the dungeon team. The design of enemy mechanics are the main driving force behind what the support roles have to do. Stop fiddling with combat mechanics to solve a problem with content design. Just because you, as the combat design lead, have a hammer doesn't mean that every problem is in the shape of a bloody nail.
(And class reps--@NightbladeMechanics @Tasear @Masel92 etc.--please emphasize this to Wrobel.)
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Then instead of blaming shields, @ZOS_Wrobel should blame @ZOS_Finn instead? Take Scalecaller Peak, for example.
What are the things that will kill a DD?
- Poison cone: 1-shot mechanic that must be avoided, cannot be healed or mitigated
- Ice phase: DPS race mechanic that can only be won by killing the simulacra quickly. A healer can buy you a few extra seconds, but it's ultimately a DPS check.
- Fire breath: Mechanic that can even kill the tank easily, not designed to be healed through, must be kited.
- Zaan's beam: Mechanic that involves either a tank blocking for another player, or other players taking turns blocking for the tank. Can't heal through it.
Why are healers not needed in Scalecaller? Because the content has no healer checks. All the threats on the Zaan fight are 1-shots or other mechanics that no amount of heals (or shields, for that matter) will save you from.
Now contrast that with Vet Cloudrest HM. Healers are arguably the most important people there, because there are multiple healer checks and healing-intensive mechanics, and the death of the healer can very often domino into a wipe. There's ambient damage in the form of Dark Drain that is most efficiently dealt with by having DDs standing within heals. The Baneful Mark mechanic is a strong, intensive healer check.
Now further contrast with the previous trial, Asylum. I've said before that I think Asylum is the worst-designed trial ever, and here's one of the reasons: most of the damage on the DDs are 1-shots. They need to avoid damage--if they screw up, there's not much that the healer can do. And then add on top of that mechanics that force the healer away from the typical healer role, and it's easy to see why the healer role seems bastardized in Asylum.
Hey @ZOS_Wrobel if you don't think healers feel like they're important, go blame the dungeon team. The design of enemy mechanics are the main driving force behind what the support roles have to do. Stop fiddling with combat mechanics to solve a problem with content design. Just because you, as the combat design lead, have a hammer doesn't mean that every problem is in the shape of a bloody nail.
(And class reps--@NightbladeMechanics @Tasear @Masel92 etc.--please emphasize this to Wrobel.)
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Then instead of blaming shields, @ZOS_Wrobel should blame @ZOS_Finn instead? Take Scalecaller Peak, for example.
What are the things that will kill a DD?
- Poison cone: 1-shot mechanic that must be avoided, cannot be healed or mitigated
- Ice phase: DPS race mechanic that can only be won by killing the simulacra quickly. A healer can buy you a few extra seconds, but it's ultimately a DPS check.
- Fire breath: Mechanic that can even kill the tank easily, not designed to be healed through, must be kited.
- Zaan's beam: Mechanic that involves either a tank blocking for another player, or other players taking turns blocking for the tank. Can't heal through it.
Why are healers not needed in Scalecaller? Because the content has no healer checks. All the threats on the Zaan fight are 1-shots or other mechanics that no amount of heals (or shields, for that matter) will save you from.
Now contrast that with Vet Cloudrest HM. Healers are arguably the most important people there, because there are multiple healer checks and healing-intensive mechanics, and the death of the healer can very often domino into a wipe. There's ambient damage in the form of Dark Drain that is most efficiently dealt with by having DDs standing within heals. The Baneful Mark mechanic is a strong, intensive healer check.
Now further contrast with the previous trial, Asylum. I've said before that I think Asylum is the worst-designed trial ever, and here's one of the reasons: most of the damage on the DDs are 1-shots. They need to avoid damage--if they screw up, there's not much that the healer can do. And then add on top of that mechanics that force the healer away from the typical healer role, and it's easy to see why the healer role seems bastardized in Asylum.
Hey @ZOS_Wrobel if you don't think healers feel like they're important, go blame the dungeon team. The design of enemy mechanics are the main driving force behind what the support roles have to do. Stop fiddling with combat mechanics to solve a problem with content design. Just because you, as the combat design lead, have a hammer doesn't mean that every problem is in the shape of a bloody nail.
(And class reps--@NightbladeMechanics @Tasear @Masel92 etc.--please emphasize this to Wrobel.)
@code65536
Further to this; given how many healers are cast aside and made to be useless, in the arc up to Cloudrest, how many will be left who will actually have the will to progress to VCR, not even counting HM?
Yes I realise that there are healers in raids running it now, but how many? Of those, how many are in 2+ of the guilds clearing that now?
What about the future?
That's the issue.
If people are repeatedly left out of the rest of the game, why would they remain in a role that gets no meaningful play, so that some day they might get to be one of what 8-12 healers running that content server-wide?
Could be more or less than that number, but the point remains.
If you are devalued and irrelevant before you even come to the level of content where you are relevant, then how do you ever gain the experience to go to that content?
If that line bugs you; if anything, you should be glad the class reps were there to offer their input. Sounds like something we would have just been handed to deal with in the past.
Most of this complaining about class reps is really counter productive when people set expectations that the reps can directly change course. It’s just a feedback system that’s like focus groups some teams use; only here it’s pretty transparent and the more people complain; the more likely they go to the behind closed door traditional method.
DuskMarine wrote: »NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Then instead of blaming shields, @ZOS_Wrobel should blame @ZOS_Finn instead? Take Scalecaller Peak, for example.
What are the things that will kill a DD?
- Poison cone: 1-shot mechanic that must be avoided, cannot be healed or mitigated
- Ice phase: DPS race mechanic that can only be won by killing the simulacra quickly. A healer can buy you a few extra seconds, but it's ultimately a DPS check.
- Fire breath: Mechanic that can even kill the tank easily, not designed to be healed through, must be kited.
- Zaan's beam: Mechanic that involves either a tank blocking for another player, or other players taking turns blocking for the tank. Can't heal through it.
Why are healers not needed in Scalecaller? Because the content has no healer checks. All the threats on the Zaan fight are 1-shots or other mechanics that no amount of heals (or shields, for that matter) will save you from.
Now contrast that with Vet Cloudrest HM. Healers are arguably the most important people there, because there are multiple healer checks and healing-intensive mechanics, and the death of the healer can very often domino into a wipe. There's ambient damage in the form of Dark Drain that is most efficiently dealt with by having DDs standing within heals. The Baneful Mark mechanic is a strong, intensive healer check.
Now further contrast with the previous trial, Asylum. I've said before that I think Asylum is the worst-designed trial ever, and here's one of the reasons: most of the damage on the DDs are 1-shots. They need to avoid damage--if they screw up, there's not much that the healer can do. And then add on top of that mechanics that force the healer away from the typical healer role, and it's easy to see why the healer role seems bastardized in Asylum.
Hey @ZOS_Wrobel if you don't think healers feel like they're important, go blame the dungeon team. The design of enemy mechanics are the main driving force behind what the support roles have to do. Stop fiddling with combat mechanics to solve a problem with content design. Just because you, as the combat design lead, have a hammer doesn't mean that every problem is in the shape of a bloody nail.
(And class reps--@NightbladeMechanics @Tasear @Masel92 etc.--please emphasize this to Wrobel.)
@code65536
Further to this; given how many healers are cast aside and made to be useless, in the arc up to Cloudrest, how many will be left who will actually have the will to progress to VCR, not even counting HM?
Yes I realise that there are healers in raids running it now, but how many? Of those, how many are in 2+ of the guilds clearing that now?
What about the future?
That's the issue.
If people are repeatedly left out of the rest of the game, why would they remain in a role that gets no meaningful play, so that some day they might get to be one of what 8-12 healers running that content server-wide?
Could be more or less than that number, but the point remains.
If you are devalued and irrelevant before you even come to the level of content where you are relevant, then how do you ever gain the experience to go to that content?
i run trials on a regular basis and if you dont have a healer in those your squad is doing some very strange illegal crap or their sacrificing some stuff somewhere. but you definitely need healers in trials thats a nonnegotiable idea.
DuskMarine wrote: »NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Then instead of blaming shields, @ZOS_Wrobel should blame @ZOS_Finn instead? Take Scalecaller Peak, for example.
What are the things that will kill a DD?
- Poison cone: 1-shot mechanic that must be avoided, cannot be healed or mitigated
- Ice phase: DPS race mechanic that can only be won by killing the simulacra quickly. A healer can buy you a few extra seconds, but it's ultimately a DPS check.
- Fire breath: Mechanic that can even kill the tank easily, not designed to be healed through, must be kited.
- Zaan's beam: Mechanic that involves either a tank blocking for another player, or other players taking turns blocking for the tank. Can't heal through it.
Why are healers not needed in Scalecaller? Because the content has no healer checks. All the threats on the Zaan fight are 1-shots or other mechanics that no amount of heals (or shields, for that matter) will save you from.
Now contrast that with Vet Cloudrest HM. Healers are arguably the most important people there, because there are multiple healer checks and healing-intensive mechanics, and the death of the healer can very often domino into a wipe. There's ambient damage in the form of Dark Drain that is most efficiently dealt with by having DDs standing within heals. The Baneful Mark mechanic is a strong, intensive healer check.
Now further contrast with the previous trial, Asylum. I've said before that I think Asylum is the worst-designed trial ever, and here's one of the reasons: most of the damage on the DDs are 1-shots. They need to avoid damage--if they screw up, there's not much that the healer can do. And then add on top of that mechanics that force the healer away from the typical healer role, and it's easy to see why the healer role seems bastardized in Asylum.
Hey @ZOS_Wrobel if you don't think healers feel like they're important, go blame the dungeon team. The design of enemy mechanics are the main driving force behind what the support roles have to do. Stop fiddling with combat mechanics to solve a problem with content design. Just because you, as the combat design lead, have a hammer doesn't mean that every problem is in the shape of a bloody nail.
(And class reps--@NightbladeMechanics @Tasear @Masel92 etc.--please emphasize this to Wrobel.)
@code65536
Further to this; given how many healers are cast aside and made to be useless, in the arc up to Cloudrest, how many will be left who will actually have the will to progress to VCR, not even counting HM?
Yes I realise that there are healers in raids running it now, but how many? Of those, how many are in 2+ of the guilds clearing that now?
What about the future?
That's the issue.
If people are repeatedly left out of the rest of the game, why would they remain in a role that gets no meaningful play, so that some day they might get to be one of what 8-12 healers running that content server-wide?
Could be more or less than that number, but the point remains.
If you are devalued and irrelevant before you even come to the level of content where you are relevant, then how do you ever gain the experience to go to that content?
i run trials on a regular basis and if you dont have a healer in those your squad is doing some very strange illegal crap or their sacrificing some stuff somewhere. but you definitely need healers in trials thats a nonnegotiable idea.
Ok, I'm biased as I main a sorc...
But it feels to me that they just reacting to forum noise.
Cage 4x nerf (granted it needed something), defense rune nerfed, indirect nerf to overload gank, nerf to execute...
All that was left on the regular NerfSorc bandwagon moans were wards. Feels like they wanna show action to Sate the haters.
I mean sure people hate on Streak too, Pets, Dark Conversion, etc but they really are bad players. Wards is def on the list.
Maybe they have a point. Trials lot have liked ward users a while. But it FEELS like a reaction to whines.
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Then instead of blaming shields, @ZOS_Wrobel should blame @ZOS_Finn instead? Take Scalecaller Peak, for example.
What are the things that will kill a DD?
- Poison cone: 1-shot mechanic that must be avoided, cannot be healed or mitigated
- Ice phase: DPS race mechanic that can only be won by killing the simulacra quickly. A healer can buy you a few extra seconds, but it's ultimately a DPS check.
- Fire breath: Mechanic that can even kill the tank easily, not designed to be healed through, must be kited.
- Zaan's beam: Mechanic that involves either a tank blocking for another player, or other players taking turns blocking for the tank. Can't heal through it.
Why are healers not needed in Scalecaller? Because the content has no healer checks. All the threats on the Zaan fight are 1-shots or other mechanics that no amount of heals (or shields, for that matter) will save you from.
Now contrast that with Vet Cloudrest HM. Healers are arguably the most important people there, because there are multiple healer checks and healing-intensive mechanics, and the death of the healer can very often domino into a wipe. There's ambient damage in the form of Dark Drain that is most efficiently dealt with by having DDs standing within heals. The Baneful Mark mechanic is a strong, intensive healer check.
Now further contrast with the previous trial, Asylum. I've said before that I think Asylum is the worst-designed trial ever, and here's one of the reasons: most of the damage on the DDs are 1-shots. They need to avoid damage--if they screw up, there's not much that the healer can do. And then add on top of that mechanics that force the healer away from the typical healer role, and it's easy to see why the healer role seems bastardized in Asylum.
Hey @ZOS_Wrobel if you don't think healers feel like they're important, go blame the dungeon team. The design of enemy mechanics are the main driving force behind what the support roles have to do. Stop fiddling with combat mechanics to solve a problem with content design. Just because you, as the combat design lead, have a hammer doesn't mean that every problem is in the shape of a bloody nail.
(And class reps--@NightbladeMechanics @Tasear @Masel92 etc.--please emphasize this to Wrobel.)
@code65536
Further to this; given how many healers are cast aside and made to be useless, in the arc up to Cloudrest, how many will be left who will actually have the will to progress to VCR, not even counting HM?
Yes I realise that there are healers in raids running it now, but how many? Of those, how many are in 2+ of the guilds clearing that now?
What about the future?
That's the issue.
If people are repeatedly left out of the rest of the game, why would they remain in a role that gets no meaningful play, so that some day they might get to be one of what 8-12 healers running that content server-wide?
Could be more or less than that number, but the point remains.
If you are devalued and irrelevant before you even come to the level of content where you are relevant, then how do you ever gain the experience to go to that content?
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Then instead of blaming shields, @ZOS_Wrobel should blame @ZOS_Finn instead? Take Scalecaller Peak, for example.
What are the things that will kill a DD?
- Poison cone: 1-shot mechanic that must be avoided, cannot be healed or mitigated
- Ice phase: DPS race mechanic that can only be won by killing the simulacra quickly. A healer can buy you a few extra seconds, but it's ultimately a DPS check.
- Fire breath: Mechanic that can even kill the tank easily, not designed to be healed through, must be kited.
- Zaan's beam: Mechanic that involves either a tank blocking for another player, or other players taking turns blocking for the tank. Can't heal through it.
Why are healers not needed in Scalecaller? Because the content has no healer checks. All the threats on the Zaan fight are 1-shots or other mechanics that no amount of heals (or shields, for that matter) will save you from.
Now contrast that with Vet Cloudrest HM. Healers are arguably the most important people there, because there are multiple healer checks and healing-intensive mechanics, and the death of the healer can very often domino into a wipe. There's ambient damage in the form of Dark Drain that is most efficiently dealt with by having DDs standing within heals. The Baneful Mark mechanic is a strong, intensive healer check.
Now further contrast with the previous trial, Asylum. I've said before that I think Asylum is the worst-designed trial ever, and here's one of the reasons: most of the damage on the DDs are 1-shots. They need to avoid damage--if they screw up, there's not much that the healer can do. And then add on top of that mechanics that force the healer away from the typical healer role, and it's easy to see why the healer role seems bastardized in Asylum.
Hey @ZOS_Wrobel if you don't think healers feel like they're important, go blame the dungeon team. The design of enemy mechanics are the main driving force behind what the support roles have to do. Stop fiddling with combat mechanics to solve a problem with content design. Just because you, as the combat design lead, have a hammer doesn't mean that every problem is in the shape of a bloody nail.
(And class reps--@NightbladeMechanics @Tasear @Masel92 etc.--please emphasize this to Wrobel.)
@code65536
Further to this; given how many healers are cast aside and made to be useless, in the arc up to Cloudrest, how many will be left who will actually have the will to progress to VCR, not even counting HM?
Yes I realise that there are healers in raids running it now, but how many? Of those, how many are in 2+ of the guilds clearing that now?
What about the future?
That's the issue.
If people are repeatedly left out of the rest of the game, why would they remain in a role that gets no meaningful play, so that some day they might get to be one of what 8-12 healers running that content server-wide?
Could be more or less than that number, but the point remains.
If you are devalued and irrelevant before you even come to the level of content where you are relevant, then how do you ever gain the experience to go to that content?
Healers are very much needed in trials. Cloudrest may be the most healing-intensive trial (vHoF is a close second), but every raid group goes into every trial with two healers. Even in Asylum, the healers play very important roles. Their problem in Asylum is that their roles are very different and not that focused on healing, but they are still important to the handling of the mechanics.
There's no shortage of healers in the trials guild that I'm in.
It's 4-man content where the necessity of healers are sometimes called into question, and I personally fault that on the content design. Unavoidable ambient damage is a great way to force people to require healers. So take, for example, vMoS HM. In its original form during the first two weeks of PTS, the fireballs were undodgeable, which meant that the fire DoT was unavoidable. On top of that, the fire DoT had more ticks and ticked harder. The end result was that we ran that place with what we jokingly called 1 tank and 3 healers. We had a tank, a full-time healer, and both DDs ran resto staves on our back bars with mutagen and resto ult.
Now, vMoS HM in that original early-PTS form was pretty cancerous and they've since nerfed it a lot (but it's still very hard, as evidenced by the devs' 14 wipes there in last night's ESO Live), but I still feel most comfortable running with a full-time healer on that fight, because even though the fireballs are now dodgeable, you'd sometimes miss a dodge or run out of stam to dodge, and there is still enough ambient damage there that I can feel the difference between having heals and relying solely on myself for survival (we cleared vMoS HM several times--most of the time, we went with a healer, and those times, it took us only 1-4 pulls to clear HM, and the one time we did it with no healer, we wiped about 10 times before we got it).
If content was designed more like vMoS HM rather than vSCP HM, we'd see more demand for healers. (I should clarify: I think vMoS HM is overtuned, but that's because of the stranglers that can grapple you from a huge distance and that you can't escape from without the help of an ally; Rich Lambert's "f*** you, strangler!" outburst last night is something we've all uttered countless times. But I do like that vMoS HM favors having a healer.)
That said, even in content where healers aren't "needed" like Scalecaller, I don't mind having a healer along. It's nice to have sustain from orbs. It's nice to not worry about Ele Drain. It's nice to know that I'm being taken care of and that I don't have to be as careful with my health. When I got the Mountain God achievement, it was with a healer in the group, and I always enjoy having her in dungeon runs, even if we could go slightly faster if it was 3x DD. I mean, I don't really care about shaving a few minutes off a dungeon run, and being pampered by a healer definitely feels nice. I've never turned down a healer because I would've preferred a DD instead, and most of the people that I play with feel the same way.