Rustyfish101 wrote: »@Jeremy @MehrunesFlagon give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
Rustyfish101 wrote: »Rustyfish101 wrote: »Rustyfish101 wrote: »@Jeremy give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
You should take your own advice in this regard Rustyfish and you give it a break.
I am discussing the changes to heals - and why doing away with spamming orbs is a good thing for the game.
IF you don't want to argue with me - then don't argue with me.
I've been staying away from commenting on this for the last few days for that exact reason but I'm getting sick of you derailing my thread. I was not trying to start an argument I was politely asking you to stop arguing with everyone. /facepalm
Then put me on ignore and stop arguing with me. Your problem is solved. Because as of now - you are the one starting an argument with me. So you are the cause of your own problem.
I think the mods should probably deal with this tbh, this thread has gotten way too off track @ZOS_GinaBruno @ZOS_JessicaFolsom
I hope the mods do get involved - as they will clearly see you are the one picking a fight with me.
Dude you’re the only one derailing here. The only one.
Healing is a support role. Support involves healing, buffing, and debuffing. If all you’re doing is healing, you are not useful to your group.
These changes remove the buffer time of stacked HoTs so healers can support their group, which is exclusively a bad change.
Your ineffective heals-only, no-buffs, I-don’t-have-to-help-the-group-sustain playstyle is even more affected by these changes because what are you going to do after you’ve cast you one springs and one orb?
Are you going to spam combat prayer instead and drain your magicka for a shorter reach and redundant early buff refreshing?
Are you going to spend the entire duration of the single healing springs trying to stacks up mutagen on your group, which will cost 32k magicka along with taking 12 GCDs?
Are you going to dps for that time?
What content have you healed exactly? Have you healed the vet Crag trials? Have you healed vCR? Have you healed vMoL? If you haven’t, then please do everyone a favor and stop trying to derail this thread trying to talk about a glaringly, objectively bad upheaval to the healing role, especially as it pertains to any off-meta healer class.
I love how the same posters who are accusing me of "derailing" this thread are the same ones who are so intent on keeping this particular discussion alive.
I've already posted what the role of a healer is - as defined by the game. I'm content to leave it there.
Rustyfish101 wrote: »Rustyfish101 wrote: »Rustyfish101 wrote: »@Jeremy give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
You should take your own advice in this regard Rustyfish and you give it a break.
I am discussing the changes to heals - and why doing away with spamming orbs is a good thing for the game.
IF you don't want to argue with me - then don't argue with me.
I've been staying away from commenting on this for the last few days for that exact reason but I'm getting sick of you derailing my thread. I was not trying to start an argument I was politely asking you to stop arguing with everyone. /facepalm
Then put me on ignore and stop arguing with me. Your problem is solved. Because as of now - you are the one starting an argument with me. So you are the cause of your own problem.
I think the mods should probably deal with this tbh, this thread has gotten way too off track @ZOS_GinaBruno @ZOS_JessicaFolsom
I hope the mods do get involved - as they will clearly see you are the one picking a fight with me.
Dude you’re the only one derailing here. The only one.
Healing is a support role. Support involves healing, buffing, and debuffing. If all you’re doing is healing, you are not useful to your group.
These changes remove the buffer time of stacked HoTs so healers can support their group, which is exclusively a bad change.
Your ineffective heals-only, no-buffs, I-don’t-have-to-help-the-group-sustain playstyle is even more affected by these changes because what are you going to do after you’ve cast you one springs and one orb?
Are you going to spam combat prayer instead and drain your magicka for a shorter reach and redundant early buff refreshing?
Are you going to spend the entire duration of the single healing springs trying to stacks up mutagen on your group, which will cost 32k magicka along with taking 12 GCDs?
Are you going to dps for that time?
What content have you healed exactly? Have you healed the vet Crag trials? Have you healed vCR? Have you healed vMoL? If you haven’t, then please do everyone a favor and stop trying to derail this thread trying to talk about a glaringly, objectively bad upheaval to the healing role, especially as it pertains to any off-meta healer class.
I love how the same posters who are accusing me of "derailing" this thread are the same ones who are so intent on keeping this particular discussion alive.
I've already posted what the role of a healer is - as defined by the game. I'm content to leave it there.
No, the game provides skills that buff and debuff enemies to potential healers. It suggests group sustain tools. The game says you are wrong in thinking healing is only about being a healbot.
People want an actual discussion. Not someone saying “get over it, I hate the healing role in ESO” and then pretending you’re trying to be logical by twisting what the a support role entails.
A tank that does nothing but taunt is a bad tank, easily matched by a competent DD with a taunt and decent survivability. A healer that does nothing but heal is a bad healer, also easily matched by a competent DD just by slotting a couple off-heals.
They may fulfill some bare minimums, but those types of “tanks” and “supports” are not very useful
it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
Seraphayel wrote: »it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
Who says so? People that are used to it and redeem it as mandatory. Guess what, it isn't and won't be in the future after these changes go live.
I understand the importance of skills like Healing Springs / Energy Orb but most healers seem to have comfortably settled with how easy those skills could be (ab)used.
There will be ways to deal with it and players will find a solution as soon as U23 is live.
Seraphayel wrote: »it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
Who says so? People that are used to it and redeem it as mandatory. Guess what, it isn't and won't be in the future after these changes go live.
I understand the importance of skills like Healing Springs / Energy Orb but most healers seem to have comfortably settled with how easy those skills could be (ab)used.
There will be ways to deal with it and players will find a solution as soon as U23 is live.
Seraphayel wrote: »it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
Who says so? People that are used to it and redeem it as mandatory. Guess what, it isn't and won't be in the future after these changes go live.
I understand the importance of skills like Healing Springs / Energy Orb but most healers seem to have comfortably settled with how easy those skills could be (ab)used.
There will be ways to deal with it and players will find a solution as soon as U23 is live.Seraphayel wrote: »it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
Who says so? People that are used to it and redeem it as mandatory. Guess what, it isn't and won't be in the future after these changes go live.
I understand the importance of skills like Healing Springs / Energy Orb but most healers seem to have comfortably settled with how easy those skills could be (ab)used.
There will be ways to deal with it and players will find a solution as soon as U23 is live.
The obsession for obs was way out of control.
I even had people in Fungal Grotto 1 once demanding it and threatening to leave if the healer did not use it. So when you say people redeem it as mandatory - that's not even an exaggeration. Many people literally will not even play with a healer who doesn't spam that spell. So if these changes put an end to that - it will be worth it to me if for no other reason.
It's become the new retribution.
Seraphayel wrote: »Seraphayel wrote: »CipherNine wrote: »I do wonder how many current healers will continue to play a healer role next patch. Most of the players I see cheering about this patch are not healers. They are dps, with a large number of them stamina dps. And dps, in general, have never been interested in healing for anything. The changes they are making are quite vast. I suspect that some healers, who enjoy the current game play, will be turned off from these changes. Only time will tell. But wouldn't it be hilarious if dps begin complaining in the future about a lack of healers for pledges, pvp, and trials. Or maybe they won't. Maybe they will get their desire to 4-man or 12-man dps everything.
I am a healer and I have no interest in playing a DPS i find it boring. I don't want to tank that much either. So if they destroy the healer role and make boring and not fun to play. Then I won't be playing anymore. Especially since I don't want to play any other role
How would the healer role be less complex or more boring after that patch when healing gets more difficult and you have to do more now to achieve a similar result? By limiting Orb/Springs (ab)use to one instance at a time you have to find other ways of compensating which makes the role more and not less interesting. Relying on solely two skills to get the job done is what I call boring.
To all who will respond with “there’s more to healing than just Springs/Orb spam“ yes absolutely, there is. So why the obsession with those two skills (or at least Orbs) if there’s so much more a healer has to do? All the reactions to the Orb changes are exactly the reason it gets changed. Too much leverage on one single skill.
Are you a healer? Do you play a healer on a regular basis?
I do. Why aren’t you answering my question(s)?
Vercingetorix wrote: »This patch represents an opportunity for the truly talented healers to simply adapt and learn new strategies to do their job. The trash healers will continue to cry and complain because god forbid they learn how to do something other than mash a few spells ad nauseum:
- Major Slayer uptime is getting nerfed - deal with it.
- If you want frequent synergies, slot other skills to provide more of them.
- If you want more healing sources, slot other skills to provide more of it.
It's time for healers to finally develop a proper healing rotation of many spells, rather than spamming a few spells. Adapt.
Vercingetorix wrote: »This patch represents an opportunity for the truly talented healers to simply adapt and learn new strategies to do their job. The trash healers will continue to cry and complain because god forbid they learn how to do something other than mash a few spells ad nauseum:
- Major Slayer uptime is getting nerfed - deal with it.
- If you want frequent synergies, slot other skills to provide more of them.
- If you want more healing sources, slot other skills to provide more of it.
It's time for healers to finally develop a proper healing rotation of many spells, rather than spamming a few spells. Adapt.
Yeah, spamming orbs doesn't exactly sound like quality game play to me.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
So you are proposing that healers should be happy about a skill that just more than doubled in cost (1 target instead of 2 + cost increase), has no reliable way of targeting and is absolutely not viable at healing a 12 man group (under perfect conditions (every cast hitting a new person) two healers will need 6 GCDs to apply Regeneration to everyone and it will have to be reapplied 4 GCDs later)?
Yep, great buffs we are talking about here...
From what I see - yeah I would expect healers to be happy. It increases the tick by 98%, I would gladly take having to cast an ability twice for double the potency. After reading this change - it's actually making me think of breaking out my healer again as regeneration is one of the few heals you don't have to be staring at a person to cast on or have them stacked on top of you.
They also cut the duration in half. And I'm still waiting for you to explain how is Regeneration such a buff in a 12 man... Healing 4 mans is not hard and is not even required in most cases.
My comments aren't limited to trials.
But even in trials, I would expect the nrew regen capable of more healing now. 98% is a huge buff.
And the problem in this thread is limited to trials... Healing four people in a situation where healing is not even needed (1 tank/3 DD will be even more potent next patch) is not hard. Healing twelve people through a serious healcheck is a problem. And you might not be aware, but damage in trials does not happen on a one by one basis. All twelve players take heavy damage simultaneously and single target HoTs will do jacksh*t to save your group there.
This thread is about the changes to healing. NO where in the OP did it say this conversation was only about veteran trials. Not every comment I make has to be about what you want to talk about.
Though even in a trial situation - I would still imagine this new regen would outperform the old. So it's a moot point anyway.
Oh, really?Rustyfish101 wrote: »Which while overpowered is necessary sometimes for especially difficult fights in endgame PvE such as DLC dungeons and trials (vCR/vHoF anyone?).Rustyfish101 wrote: »Limiting it to one at a time will have the DPS going nuts for the now rare synergy in a 12 person trial.
These are quotes from the first post in the thread. It really is about trials. And you are still failing to grasp that no matter how good a single target HoT is it is not suitable for healing a big group.
Also this.As a healer myself. These changes are a punch in the guts.
One of my healers is a bosmer templar healer and I ALWAYS get sh|t for it. "oh you can't heal properly, oh you will struggle with mag resources" etc. Etc. I loved to prove them wrong and show my bosmer healer is just as good. These healer changes will actually change this. Rapid regeneration was something I always had up for my group. Now it will be too expensive to cast. Will need to cast it 4 bloody times at an increased cost of a total 10,800 mag every 5 seconds. It's a brutal slap in the face. Means I will be needing to do way more heavy attacks for sustain.
And even this.ZOS_BrianWheeler wrote: »Please also remember that we've introduced some new abilities to help offset the loss of things such as Healing Springs stacking, with abilities like Ring of Preservation, or the large increase to Cleansing Ritual.
You said you dislike when people are forced to play a build they don't like. Well, good luck getting into group on a non-templar healer next patch.
Vercingetorix wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
So you are proposing that healers should be happy about a skill that just more than doubled in cost (1 target instead of 2 + cost increase), has no reliable way of targeting and is absolutely not viable at healing a 12 man group (under perfect conditions (every cast hitting a new person) two healers will need 6 GCDs to apply Regeneration to everyone and it will have to be reapplied 4 GCDs later)?
Yep, great buffs we are talking about here...
From what I see - yeah I would expect healers to be happy. It increases the tick by 98%, I would gladly take having to cast an ability twice for double the potency. After reading this change - it's actually making me think of breaking out my healer again as regeneration is one of the few heals you don't have to be staring at a person to cast on or have them stacked on top of you.
They also cut the duration in half. And I'm still waiting for you to explain how is Regeneration such a buff in a 12 man... Healing 4 mans is not hard and is not even required in most cases.
My comments aren't limited to trials.
But even in trials, I would expect the nrew regen capable of more healing now. 98% is a huge buff.
And the problem in this thread is limited to trials... Healing four people in a situation where healing is not even needed (1 tank/3 DD will be even more potent next patch) is not hard. Healing twelve people through a serious healcheck is a problem. And you might not be aware, but damage in trials does not happen on a one by one basis. All twelve players take heavy damage simultaneously and single target HoTs will do jacksh*t to save your group there.
This thread is about the changes to healing. NO where in the OP did it say this conversation was only about veteran trials. Not every comment I make has to be about what you want to talk about.
Though even in a trial situation - I would still imagine this new regen would outperform the old. So it's a moot point anyway.
Oh, really?Rustyfish101 wrote: »Which while overpowered is necessary sometimes for especially difficult fights in endgame PvE such as DLC dungeons and trials (vCR/vHoF anyone?).Rustyfish101 wrote: »Limiting it to one at a time will have the DPS going nuts for the now rare synergy in a 12 person trial.
These are quotes from the first post in the thread. It really is about trials. And you are still failing to grasp that no matter how good a single target HoT is it is not suitable for healing a big group.
Also this.As a healer myself. These changes are a punch in the guts.
One of my healers is a bosmer templar healer and I ALWAYS get sh|t for it. "oh you can't heal properly, oh you will struggle with mag resources" etc. Etc. I loved to prove them wrong and show my bosmer healer is just as good. These healer changes will actually change this. Rapid regeneration was something I always had up for my group. Now it will be too expensive to cast. Will need to cast it 4 bloody times at an increased cost of a total 10,800 mag every 5 seconds. It's a brutal slap in the face. Means I will be needing to do way more heavy attacks for sustain.
And even this.ZOS_BrianWheeler wrote: »Please also remember that we've introduced some new abilities to help offset the loss of things such as Healing Springs stacking, with abilities like Ring of Preservation, or the large increase to Cleansing Ritual.
You said you dislike when people are forced to play a build they don't like. Well, good luck getting into group on a non-templar healer next patch.
False. Wardens are still a strong choice for healing as they still have Budding Seeds (plus its synergy) and passives that help with healing. Minor Toughness is also still a nice buff to have. If a group turns away a Warden for the healing role, then they are trash and that Warden is better off avoiding them anyway.
Seraphayel wrote: »it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
Who says so? People that are used to it and redeem it as mandatory. Guess what, it isn't and won't be in the future after these changes go live.
I understand the importance of skills like Healing Springs / Energy Orb but most healers seem to have comfortably settled with how easy those skills could be (ab)used.
There will be ways to deal with it and players will find a solution as soon as U23 is live.Seraphayel wrote: »it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
Who says so? People that are used to it and redeem it as mandatory. Guess what, it isn't and won't be in the future after these changes go live.
I understand the importance of skills like Healing Springs / Energy Orb but most healers seem to have comfortably settled with how easy those skills could be (ab)used.
There will be ways to deal with it and players will find a solution as soon as U23 is live.
The obsession for obs was way out of control.
I even had people in Fungal Grotto 1 once demanding it and threatening to leave if the healer did not use it. So when you say people redeem it as mandatory - that's not even an exaggeration. Many people literally will not even play with a healer who doesn't spam that spell. So if these changes put an end to that - it will be worth it to me if for no other reason.
It's become the new retribution.
Rustyfish101 wrote: »@Jeremy @MehrunesFlagon give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
Spamming orbs is not interesting game play - not on any content.
It needed to go extinct. Now that doesn't mean healers shouldn't be given stronger alternatives to compensate. With that I fully agree. But spamming orbs should have never been what healing was about. That was the point I was initially trying to make - and that is certainly relevant here as it relates to these healing changes.
LadyNalcarya wrote: »MehrunesFlagon wrote: »Tourist_McGee wrote: »As someone who prefers to tank or heal, i've always been guided by this old adage:
If the Tank dies, it's the Healer's fault.
If the Healer dies, it's the Tank's fault.
If the DPS dies, it's their own damned fault.
When i'm healing I consider it my top priority to heal; to keep the tank alive, and then the dps. Being a resource battery for the dps would always be a distant second. That being said, i am new to the game, not yet having a toon that's done anything beyond the early public dungeons, so i've not experienced the part of the game where it's the healers job to be a resource battery.
Same here. A healer's priority should always be to heal and keep their allies alive. That is their primary job.
Support is a secondary function if they choose to adopt it.
Saying that over and over like a broken record does not make your point valid.It is not a choice it's an obligation. Might as well give up. I'm very difficult to convince.
And you saying they are support over and over like a broken record doesn't make it a valid point either.
I have evidence to support what I'm saying - because that's how the game itself defines healers. You probably should give up though.
@Jeremy
Here's your evidence. I turned on skill advisor on my healer and it tells me that I need to use shards and force siphon.
I use shards too, and would advice other Templar healers to as well. It's a good move to throw out there when you aren't having to heal.
But that doesn't mean healers are meant to be resource batteries and all healers must use orbs/shards/elemental drain or they should be auto kicked. Their primary function is still to heal.
MehrunesFlagon wrote: »LadyNalcarya wrote: »MehrunesFlagon wrote: »Tourist_McGee wrote: »As someone who prefers to tank or heal, i've always been guided by this old adage:
If the Tank dies, it's the Healer's fault.
If the Healer dies, it's the Tank's fault.
If the DPS dies, it's their own damned fault.
When i'm healing I consider it my top priority to heal; to keep the tank alive, and then the dps. Being a resource battery for the dps would always be a distant second. That being said, i am new to the game, not yet having a toon that's done anything beyond the early public dungeons, so i've not experienced the part of the game where it's the healers job to be a resource battery.
Same here. A healer's priority should always be to heal and keep their allies alive. That is their primary job.
Support is a secondary function if they choose to adopt it.
Saying that over and over like a broken record does not make your point valid.It is not a choice it's an obligation. Might as well give up. I'm very difficult to convince.
And you saying they are support over and over like a broken record doesn't make it a valid point either.
I have evidence to support what I'm saying - because that's how the game itself defines healers. You probably should give up though.
@Jeremy
Here's your evidence. I turned on skill advisor on my healer and it tells me that I need to use shards and force siphon.
I use shards too, and would advice other Templar healers to as well. It's a good move to throw out there when you aren't having to heal.
But that doesn't mean healers are meant to be resource batteries and all healers must use orbs/shards/elemental drain or they should be auto kicked. Their primary function is still to heal.
Also to note shards also heal health as do orbs.I wish I would have thought of this ages ago.
MehrunesFlagon wrote: »Seraphayel wrote: »it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
Who says so? People that are used to it and redeem it as mandatory. Guess what, it isn't and won't be in the future after these changes go live.
I understand the importance of skills like Healing Springs / Energy Orb but most healers seem to have comfortably settled with how easy those skills could be (ab)used.
There will be ways to deal with it and players will find a solution as soon as U23 is live.Seraphayel wrote: »it's sad that endgame content can't be completed without one specific spell. I think these changes will be good to further develop the healing, and everyone will adapt their builds to it.
Who says so? People that are used to it and redeem it as mandatory. Guess what, it isn't and won't be in the future after these changes go live.
I understand the importance of skills like Healing Springs / Energy Orb but most healers seem to have comfortably settled with how easy those skills could be (ab)used.
There will be ways to deal with it and players will find a solution as soon as U23 is live.
The obsession for obs was way out of control.
I even had people in Fungal Grotto 1 once demanding it and threatening to leave if the healer did not use it. So when you say people redeem it as mandatory - that's not even an exaggeration. Many people literally will not even play with a healer who doesn't spam that spell. So if these changes put an end to that - it will be worth it to me if for no other reason.
It's become the new retribution.
Honestly those dungeons are so simple.The bosses die so fast you don't even need buffs really in the 1 and 2 dungeons. It's really the dlc and up content where that becomes a concern. Of course we know until they make it so people can opt out of dungeons. We will likely have those that are not very well suited for a smooth run or completion in general.So in that case there are going to be requests to run skills such as ele drain and orb,as many of these have enrage mechanics, or the longer the boss is up the more complex the mechanics become.
MehrunesFlagon wrote: »LadyNalcarya wrote: »MehrunesFlagon wrote: »Tourist_McGee wrote: »As someone who prefers to tank or heal, i've always been guided by this old adage:
If the Tank dies, it's the Healer's fault.
If the Healer dies, it's the Tank's fault.
If the DPS dies, it's their own damned fault.
When i'm healing I consider it my top priority to heal; to keep the tank alive, and then the dps. Being a resource battery for the dps would always be a distant second. That being said, i am new to the game, not yet having a toon that's done anything beyond the early public dungeons, so i've not experienced the part of the game where it's the healers job to be a resource battery.
Same here. A healer's priority should always be to heal and keep their allies alive. That is their primary job.
Support is a secondary function if they choose to adopt it.
Saying that over and over like a broken record does not make your point valid.It is not a choice it's an obligation. Might as well give up. I'm very difficult to convince.
And you saying they are support over and over like a broken record doesn't make it a valid point either.
I have evidence to support what I'm saying - because that's how the game itself defines healers. You probably should give up though.
@Jeremy
Here's your evidence. I turned on skill advisor on my healer and it tells me that I need to use shards and force siphon.
I use shards too, and would advice other Templar healers to as well. It's a good move to throw out there when you aren't having to heal.
But that doesn't mean healers are meant to be resource batteries and all healers must use orbs/shards/elemental drain or they should be auto kicked. Their primary function is still to heal.
Also to note shards also heal health as do orbs.I wish I would have thought of this ages ago.
Shards don’t heal players when used
Is this a topic for healing changes or about healers duty?
Unfortunatly these changes makes Templar even more the only choice.
If dev used Extended as an example, Purge could be same as that skill, and everyone will have access to it...
Nowadays all skills are so similar that no one would care
CipherNine wrote: »As a healer that actually does the vet trials and hm's. It is so apparent of the people in this thread that don't and are acting like they know what they are talking about.
Just healing your 4 man dungeons doesn't mean anything. It doesn't make you knowledgeable on this subject. A blind monkey can heal 4 mans.
It has absolutely nothing to do with "healers are just used to sitting back and spamming healing springs" you are just showing your ignorance on the subject. we never just sit back and spam springs. We do when there are certain mechanics in the fight that REQUIRES us to do it. we have had no choice its how the devs designed the fights.
With these changes they took that away with no answer to deal with the mechanic they built springs around.
Unfortunatly these changes makes Templar even more the only choice.
MehrunesFlagon wrote: »Rustyfish101 wrote: »@Jeremy @MehrunesFlagon give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
Spamming orbs is not interesting game play - not on any content.
It needed to go extinct. Now that doesn't mean healers shouldn't be given stronger alternatives to compensate. With that I fully agree. But spamming orbs should have never been what healing was about. That was the point I was initially trying to make - and that is certainly relevant here as it relates to these healing changes.
Myself I never wanted spamming.Mere availability is all I desire.Spamming is excessive for some types of content,and likely just wasting resources at times in this case.
CipherNine wrote: »As a healer that actually does the vet trials and hm's. It is so apparent of the people in this thread that don't and are acting like they know what they are talking about.
Just healing your 4 man dungeons doesn't mean anything. It doesn't make you knowledgeable on this subject. A blind monkey can heal 4 mans.
It has absolutely nothing to do with "healers are just used to sitting back and spamming healing springs" you are just showing your ignorance on the subject. we never just sit back and spam springs. We do when there are certain mechanics in the fight that REQUIRES us to do it. we have had no choice its how the devs designed the fights.
With these changes they took that away with no answer to deal with the mechanic they built springs around.
I would love to see a "blind monkey" heal some of the 4 man pugs I've been in. That would be comical to watch.
As to your second point - have you tried the new regeneration out to compensate for the changes to healing springs? 98% increase in healing looks nice - even with the shorter duration.
CipherNine wrote: »As a healer that actually does the vet trials and hm's. It is so apparent of the people in this thread that don't and are acting like they know what they are talking about.
Just healing your 4 man dungeons doesn't mean anything. It doesn't make you knowledgeable on this subject. A blind monkey can heal 4 mans.
It has absolutely nothing to do with "healers are just used to sitting back and spamming healing springs" you are just showing your ignorance on the subject. we never just sit back and spam springs. We do when there are certain mechanics in the fight that REQUIRES us to do it. we have had no choice its how the devs designed the fights.
With these changes they took that away with no answer to deal with the mechanic they built springs around.
I would love to see a "blind monkey" heal some of the 4 man pugs I've been in. That would be comical to watch.
As to your second point - have you tried the new regeneration out to compensate for the changes to healing springs? 98% increase in healing looks nice - even with the shorter duration.
It goes from 4.6k and 2 GCDs to get Regen on the group, up to 10k and 4 GCDs to get Regen on a group. It takes too long and costs far too much