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Here's Why I Think One-Shot Mechanics and More HP is a good thing.

  • idk
    idk
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    WhiteMage wrote: »

    @WhiteMage

    Strength of heals has nothing to do with having one shot mechanics since no heal can heal the dead back to life.

    One shot mechanics are a means to teach the developing player (and the lazy player) that they must deal with the mechanics, which includes the tank and dps getting interupts. . Works great since it obvious someone messed up.

    As for your super strong BoL not having a cost. It works great in 4 man dungeons where that ans repent are enough. Add regen if desired. However, in 12 man vet trials it becomes evident it does have a high cost and becomes the last heal to use due to its inneffectiveness.

    I think 1-shot mechanics are used for both here. They certainly are there for teaching you the mechanics, but another way they could work is by doing a LOT of damage (that didn't 1-shot, but eventually resulted in death) if we had weak heals. Then the healer could tell that DD that he needs to avoid that because it can't be healed through or whatever. But as it stands, our heals are just to strong, so any mechanic that MUST be paid attention to almost has to be a killshot. However, there super strong attacks are also given to boss skills that don't depend on a particular mechanic, which I believe points to what I said.

    BoL is far too powerful in a 4-man dungeon. It's will still do it's job in a 12-man trial, but 2 now-full-health players just dropped from half the group to 16% of the group. If you need to cast it 6 times to fully recover everyone, there is a different problem. Not looking at a particular mechanic or trial, if everyone drops to 20% all at once, that SHOULD ordinarily result is a wipe. Afaik rn, for two healers it isn't that much trouble.

    Having said that, I am referring to 4-man content being an indicator of too powerful of healers and overall power creep. Having not run a vet trail I can't speak for it with as much conviction.

    @WhiteMage

    Considering a healing in most 4 man get dungeons primarily involves doing dps it's not an indicator for much.
  • AClockworkLime
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    Any fight that takes more than 3-5 minutes in small group settings is a fight that is poorly designed.

    Long fights are what raids/trials are for, with coordinated groups of practiced players. Dungeons are something to pass the time with a few friends or strangers in order to 'gear up' for raids/trials.

    So no, it's not a good thing.

    The counter argument to that is that group content can also be a good training ground for trials, not just a place to get gear.
    3-5 minutes for a boss is more than sufficient time for "training."
  • Phica_Lovic
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    Manoekin wrote: »
    One shot abilities are nonsense unless they're well telegraphed. A better solution is attacks that can't be healed through.

    How is that even possible? Permanent damage? Now ur at 5k for the rest of tje fight?
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Phica -Max CP - Lvl 50 Argonian Sorc Healer since launch

  • WhiteMage
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    @WhiteMage

    Considering a healing in most 4 man get dungeons primarily involves doing dps it's not an indicator for much.

    I would say that because healers are expected to dps, there is a problem. Ideally, healing should be a full-time job. There are three roles. DDs spend their time dealing damage. Tanks spend [should] their time tanking*. Healers should spend their time healing. These are major roles, not some sub-category to be nearly discarded.

    *I don't know much about what tanks do.
    Edited by WhiteMage on October 17, 2016 8:33PM
    The generally amicable yet sporadically salty magplar that may or may not have 1vXed you in Sotha Sil. Who knows?
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Any fight that takes more than 3-5 minutes in small group settings is a fight that is poorly designed.

    Long fights are what raids/trials are for, with coordinated groups of practiced players. Dungeons are something to pass the time with a few friends or strangers in order to 'gear up' for raids/trials.

    So no, it's not a good thing.

    The counter argument to that is that group content can also be a good training ground for trials, not just a place to get gear.
    3-5 minutes for a boss is more than sufficient time for "training."

    Sure is. I have not found a fight in the new dungeons that takes 3-5 minutes. The closest I found was the trash pull in ICP before the last boss which was already nerfed (again). The fight took exactly 3 minutes with 2 DPS. 2 solid DPS can down a 10 million health boss in 3 minutes.
  • alexkdd99
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    Carbonised wrote: »
    One shotting and millions of hp bosses are still only covering up the fundamental flaw of this game that consists of no caps and a stack and burn meta that has been here since forever.

    And while large hp pools don't bother me too much, I'm not a fan of the various one shotting mechanisms at all. I find them stressful, punishing, and many people will make you feel horrible if you die to them even once or twice.

    If I were to redesign the dungeons and their mechanisms, I would focus a lot more on the importance of tactics and intelligent setup.

    We have so many different ways to spec now, and it's sort of "anything goes, max DPS is most important". I would rather see some dungeons having heavy resistances. Some to physical, some to fire, some to frost etc. I'm even saying this as a magDK whose only attacks are flame. Everyone has a possibility to switch a few skills around and have an entirely new setup. With my magdk I could use those class skills that are not fire based, I could switch for a frost or lightning staff and use my weapon line, I could eqip a resto staff and go offhealing etc.

    Other dungeons would have heavy crit resistances, some would have very high physical resistances, or spell resistances (requiring high penetration), while others would have very little (meaning high penetration would be wasted here). Some would require mostly aoe's while others would require mostly single targets.

    The possibilities are many, and with a set up that was more in favour of intelligent tactics and skill/weapon swapping, you would actually have to change your setup for the various dungeons and trials, instead of perhaps changing 1 or 2 skills around at most, and go with your usual 2 bar 5 skill rotation in each and every dungeon in this game. The variety alone would make for a much more enjoyable experience for me than various hoop jumping mechanisms or one shotters.

    Vet dungeons and vet content should be punishing. I believe that is the point of end-game. No caps and burn meta have little to nothing to do with what I was talking about, and I think you went off on your own tangent about what you'd like to see implemented.

    To argue against you, having dungeons with high crit resistances or any resistances at all would render some people useless. They can't respec right there, or maybe they dont want to change around their CP if a random dungeon pops. Some DKs can only use disease, and others can only use flame. What? Have a flame DK with a flame set, carry around a frost staff? NO thanks.

    EDIT: People would not only have to carry around new sets that avoid crit or any damage proc at all (flame sets specifically) and people would be constantly learning and re-learning their rotations. Why not just learn to block and dodge roll?

    It seems you just dismissed his whole post and instead just went with "my idea is better".

    He was providing a well thought out idea versus, let's just give them a million health and them kill everyone in 1 hit.

    Is everything in the post prefect? No but for what was given it seemed pretty good, and a whole lot better than the same old health sponges with 1 shot mechanics.
  • Drummerx04
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    WhiteMage wrote: »
    @WhiteMage

    Considering a healing in most 4 man get dungeons primarily involves doing dps it's not an indicator for much.

    I would say that because healers are expected to dps, there is a problem. Ideally, healing should be a full-time job. There are three roles. DDs spend their time dealing damage. Tanks spend [should] their time tanking*. Healers should spend their time healing. These are major roles, not some sub-category to be nearly discarded.

    *I don't know much about what tanks do.

    Just to clarify, good tanks will have several task to perform in order for me to consider them or myself a good tank.
    • Boss handling: Self explanatory, but if the boss is constantly running around hitting people, dps will be lower. The tank should be able to keep pretty much any boss standing in one place for the majority of the fight. If the boss needs to be repositioned due to mechanics, then the reposition should happen as quickly as possible.
    • Mob positioning: The tank is responsible for moving and controlling the positions of enemies. This includes facing enemies away from the group and pulling them into a ball so the dps can AoE down the mobs more quickly. If done well, trash pulls should be over in seconds and almost no one in the group should take damage.
    • Interrupting: The tank should have reduced bash cost through s&b and should USE it. Anything within reach that is casting a damaging and interruptible ability should be bashed.
    • Absorbing as much damage as possible: If everything is attacking the tank, then the dps and healer can move freely.
    • Don't die: The build should actually be tanky. Different classes have different ways to accomplish this, but the end result should be a tank that can jump into the middle of 15+ mobs and never really be at risk of death.
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  • WhiteMage
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    Drummerx04 wrote: »
    WhiteMage wrote: »
    I don't know much about what tanks do.

    Just to clarify, good tanks will have several task to perform in order for me to consider them or myself a good tank.
    • Boss handling: Self explanatory, but if the boss is constantly running around hitting people, dps will be lower. The tank should be able to keep pretty much any boss standing in one place for the majority of the fight. If the boss needs to be repositioned due to mechanics, then the reposition should happen as quickly as possible.
    • Mob positioning: The tank is responsible for moving and controlling the positions of enemies. This includes facing enemies away from the group and pulling them into a ball so the dps can AoE down the mobs more quickly. If done well, trash pulls should be over in seconds and almost no one in the group should take damage.
    • Interrupting: The tank should have reduced bash cost through s&b and should USE it. Anything within reach that is casting a damaging and interruptible ability should be bashed.
    • Absorbing as much damage as possible: If everything is attacking the tank, then the dps and healer can move freely.
    • Don't die: The build should actually be tanky. Different classes have different ways to accomplish this, but the end result should be a tank that can jump into the middle of 15+ mobs and never really be at risk of death.

    Ah, thank you. I notice dealing damage is not one of the bulleted points, which is what I was hoping: the tank's role does not spill over into DD territory (not that it can't, it just isn't expected to). Tanking is a real role as is DDing. Healing needs an adjustment so healers can achieve this as well.
    The generally amicable yet sporadically salty magplar that may or may not have 1vXed you in Sotha Sil. Who knows?
  • idk
    idk
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    WhiteMage wrote: »
    @WhiteMage

    Considering a healing in most 4 man get dungeons primarily involves doing dps it's not an indicator for much.

    I would say that because healers are expected to dps, there is a problem. Ideally, healing should be a full-time job. There are three roles. DDs spend their time dealing damage. Tanks spend [should] their time tanking*. Healers should spend their time healing. These are major roles, not some sub-category to be nearly discarded.

    *I don't know much about what tanks do.

    @WhiteMage

    Considering ESO was based on a less solid trinity it is not surprising. That comes straight from the Devs.

    While I do know healers that only heal, they are often not really strong healers, though there are exceptions. I think for the most part it is that they are challenged with dealing damage so they heal. The same healers must be bored.

    Additionally, the DPS and even the tank has more responsibility for their survival than the healer. Much of the damage is avoidable via movement, blocking and interrupts. We are to be active in our defense while dealing damage or tanking, and even healing.

    Even in trials the healers role is not only healing. Their role is support while includes heals. Tossing out support is just as important as the heals. Especially with the nerfs to sustain we have had this year.
  • Phica_Lovic
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    alexkdd99 wrote: »
    Carbonised wrote: »
    One shotting and millions of hp bosses are still only covering up the fundamental flaw of this game that consists of no caps and a stack and burn meta that has been here since forever.

    And while large hp pools don't bother me too much, I'm not a fan of the various one shotting mechanisms at all. I find them stressful, punishing, and many people will make you feel horrible if you die to them even once or twice.

    If I were to redesign the dungeons and their mechanisms, I would focus a lot more on the importance of tactics and intelligent setup.

    We have so many different ways to spec now, and it's sort of "anything goes, max DPS is most important". I would rather see some dungeons having heavy resistances. Some to physical, some to fire, some to frost etc. I'm even saying this as a magDK whose only attacks are flame. Everyone has a possibility to switch a few skills around and have an entirely new setup. With my magdk I could use those class skills that are not fire based, I could switch for a frost or lightning staff and use my weapon line, I could eqip a resto staff and go offhealing etc.

    Other dungeons would have heavy crit resistances, some would have very high physical resistances, or spell resistances (requiring high penetration), while others would have very little (meaning high penetration would be wasted here). Some would require mostly aoe's while others would require mostly single targets.

    The possibilities are many, and with a set up that was more in favour of intelligent tactics and skill/weapon swapping, you would actually have to change your setup for the various dungeons and trials, instead of perhaps changing 1 or 2 skills around at most, and go with your usual 2 bar 5 skill rotation in each and every dungeon in this game. The variety alone would make for a much more enjoyable experience for me than various hoop jumping mechanisms or one shotters.

    Vet dungeons and vet content should be punishing. I believe that is the point of end-game. No caps and burn meta have little to nothing to do with what I was talking about, and I think you went off on your own tangent about what you'd like to see implemented.

    To argue against you, having dungeons with high crit resistances or any resistances at all would render some people useless. They can't respec right there, or maybe they dont want to change around their CP if a random dungeon pops. Some DKs can only use disease, and others can only use flame. What? Have a flame DK with a flame set, carry around a frost staff? NO thanks.

    EDIT: People would not only have to carry around new sets that avoid crit or any damage proc at all (flame sets specifically) and people would be constantly learning and re-learning their rotations. Why not just learn to block and dodge roll?

    It seems you just dismissed his whole post and instead just went with "my idea is better".

    He was providing a well thought out idea versus, let's just give them a million health and them kill everyone in 1 hit.

    Is everything in the post prefect? No but for what was given it seemed pretty good, and a whole lot better than the same old health sponges with 1 shot mechanics.

    Not in the slightest. I argue against it because I prefer 1-shot mechanics over carrying alternate gear around. This post wasn't to suggest what could be done better, and I offer literally no ideas for improvement.

    You want improvement? Fine, lower the overall heals so healing is a full time job and healers can't 2 heal a whole group to full health, then one-shot mechanics are literally pointless,
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Phica -Max CP - Lvl 50 Argonian Sorc Healer since launch

  • WhiteMage
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    @Giles.floydub17_ESO

    And that, I believe, is the problem. Healers that only heal are wasting tons of time. As it stands, when we look at someone and say to ourselves "Damn... He's a really good healer! I want to run with him more often," it's not because nobody died. It's because that healer picked up one of the other roles and healed all at the same time. Even if someone died you can still hold that healer in high regard.

    Support isn't even a role (much to my dismay) but we expect our healers to do that too.

    We have 3 major roles prescribed by the developers. If we are to stick with those, then either adjust the job description of the healer to better reflect his duties (please no no no no oh please no) or adjust our overall power so we aren't sitting there bored when doing our job and just our job. When a DD is bored, he can mix up his rotation to attempt to increase dps, still doing only his job. When a tank is bored, he can pull more adds, still doing only his job. What unique task can the healer pick up? Once you are full health, there's nothing left to heal.


    Anyone particularly astute probably caught that reducing healing power means less cancer in PvP, but it will also require a decrease in damage dealt. This would go a long way to fixing the power creep and gap IMO.
    The generally amicable yet sporadically salty magplar that may or may not have 1vXed you in Sotha Sil. Who knows?
  • Pandorii
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    WhiteMage wrote: »
    @Giles.floydub17_ESO

    And that, I believe, is the problem. Healers that only heal are wasting tons of time. As it stands, when we look at someone and say to ourselves "Damn... He's a really good healer! I want to run with him more often," it's not because nobody died. It's because that healer picked up one of the other roles and healed all at the same time. Even if someone died you can still hold that healer in high regard.

    Support isn't even a role (much to my dismay) but we expect our healers to do that too.

    We have 3 major roles prescribed by the developers. If we are to stick with those, then either adjust the job description of the healer to better reflect his duties (please no no no no oh please no) or adjust our overall power so we aren't sitting there bored when doing our job and just our job. When a DD is bored, he can mix up his rotation to attempt to increase dps, still doing only his job. When a tank is bored, he can pull more adds, still doing only his job. What unique task can the healer pick up? Once you are full health, there's nothing left to heal.


    Anyone particularly astute probably caught that reducing healing power means less cancer in PvP, but it will also require a decrease in damage dealt. This would go a long way to fixing the power creep and gap IMO.

    I'm confused... you're saying that reducing healing is going to fix power creep? That just makes like zero sense to me. Damage creep isn't a problem with the duo-role healers. It's the damage dealers that are having power creep. Can you like walk me through this argument again?
  • RavenSworn
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    Asardes wrote: »
    Actually ESO has those in a lot of dungeons, especially DLC dungeons. Veteran versions are always one shot:
    Gonna chime in with an example of a few boss mechanics in another mmo, the secret world or TSW. One of the best mechanics I've come across was a boss called Machine Tyrant.

    Lifeburn
    The Lifeburn effect is very dangerous in this encounter as it is applied quite often. Every 15 second or so, everyone currently alive will receive 2 stacks of the Lifeburn effect. It will deal a lot of damage if you allow it to stack up.

    You have to cleanse it so it doesn't stack too much.

    That will be the Planar Inhibitor in White Gold Tower and the statues at the end bosses in Ruins of Mazzatun and Cradle of Shadows, but the mechanics are much more complex.
    Cleave
    The Machine Tyrant’s main attack is a nameless cleave attack that deals damage to everyone in front of it. Consequently, nobody but the tank should be in front of this boss.

    - Tree Minder Na-kesh in Ruins of Mazzatun
    - Selene in Selene's Web (bear attack)
    - Hagraven boss in Blackheart Haven
    - Possessed Manticore in Sanctum Ophidia, but that's a raid boss.
    Demolish
    A large and extremely devastating insta-kill AoE ability that can be impaired or avoided as you see fit.

    - Kra'gh (dreugh king) in Fungal Grotto I
    - The Whisperer (daedra spider) in Spindleclutch I
    Shield
    This boss is shielded by the large portal tower. In order to deactivate the shield temporarily, make the boss step into the anima pool that appears on random locations on the battlefield. Do not stand in this anima pool yourself as it will gradually kill you, but the tank should lure the boss into stepping into it.

    The boss will then lose the shield temporarily. Watch his debuffs to see when the shield is coming back up. STOP ALL ATTACKS if or when the shield comes back up or else you will die. Often the tank will be able to move the boss into new anima pools before it comes up at all, but be cautious.

    Not an exact match here, but some bosses are indeed shielded/invulnerable during various fight phases:
    - Xal-Nur in Ruins of Mazzatun until you get the spice to the pool
    - Dranos Valedor in Cradle of Shadows until the adds are killed and their essence colected
    - Ibomez in Imperial City Prison until a certain number of adds spawn
    - Molag Kena in White Gold Tower until the adds that keep the shield are destroyed
    - Grobul in Darkshade Caverns II (doesn't aggro, has huge area AoE, reflects), only vulnerable when enough adds have been killed.
    Firmament Barrage
    Large red circles will periodcally appear on the ground and chase a random player. The area inside the circle will continuously be bombarded. Avoid it or you will die. More and more of these will spawn later into the fight and will follow different players.

    - Ash Titan in City of Ash II - more complicated, if you intersect circles with other player's one or circles on the ground it's one shot.
    Wave of Immolation
    Well into the fight, the boss will begin to sometimes run to the centre of the battlefield and shoot rockets that will hit extremely many places of the battlefield. You should run to one of the corners in the arena to avoid these attacks as they are extremely hard to avoid since they cover all the ground near him.

    The boss will reconsitute his shield after this, so do not attack him again until the tank has successfully moved him across a new anima pool.

    - The Abomination in Imperial City Prison has some of this animation, with exploding hoarvors instead of rockets, you have to move to the corners to avoid them.
    It's a big wall of text but basically this boss has four instakill abilities that either the tank, healer or dps has to handle. A shield that reflects all damage done on him, runes on the ground that will chase one of the players and explode one shot, a mass rune on the ground chasing everyone, and a melee aoe.

    And this is not even a raid level boss. It's a 5 man dungeon. Boss mechanics can be one shots if it's implemented correctly.

    What I wanted to impart is that I agree with the op and having good 5man boss mechanics whets the appetite for really good challenge. Is it hard? Sure. Will you feel accomplished once you've completed the dungeon? Absolutely.

    Thanks for the info, some of the bosses here I have not yet faced so my apologies on the lack of knowledge. None withstanding, the mechanics that I gave was from a single boss. All of which makes it for a really interesting fight. Many of the bosses in eso however are damage sponges though in vet level, mechanics gets better.

    It doesn't take away the fact that bosses in eso are not hard or interesting. They are. But as the op has said, sometimes one shot mechanics or better mechanics would make it a much better value.

    I remember having to grind three dungeons, everyday for TSW just so I can gain enough currency for better weapons and items. But it didn't feel at all grindy because the bosses were so stellar in their design. Every run was a challenge.
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  • WhiteMage
    WhiteMage
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    Pandorii wrote: »
    WhiteMage wrote: »

    Anyone particularly astute probably caught that reducing healing power means less cancer in PvP, but it will also require a decrease in damage dealt. This would go a long way to fixing the power creep and gap IMO.

    I'm confused... you're saying that reducing healing is going to fix power creep? That just makes like zero sense to me. Damage creep isn't a problem with the duo-role healers. It's the damage dealers that are having power creep. Can you like walk me through this argument again?

    Sure thing. First, starting with the assumption that healing and dps is properly balanced for PvP, if you decrease healing, then to maintain that balance damage would have to be proportionally decreased. Without PvP, a decrease in healing could be made independent of damage done but with that connector they are linked. After you decrease the damage players do, the power gap will decrease, provided the top end falls more than the low end. There are multiple ways you can decrease damage and healing, but it is easier if you do both at the same time by way of the invisible coefficients between general stats and tooltip numbers. And, well, maths. (And then dungeons may need adjustments as well.)

    Was this helpful?
    Edited by WhiteMage on October 18, 2016 2:31AM
    The generally amicable yet sporadically salty magplar that may or may not have 1vXed you in Sotha Sil. Who knows?
  • Vangy
    Vangy
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    WhiteMage wrote: »
    @Giles.floydub17_ESO

    And that, I believe, is the problem. Healers that only heal are wasting tons of time. As it stands, when we look at someone and say to ourselves "Damn... He's a really good healer! I want to run with him more often," it's not because nobody died. It's because that healer picked up one of the other roles and healed all at the same time. Even if someone died you can still hold that healer in high regard.

    Support isn't even a role (much to my dismay) but we expect our healers to do that too.

    We have 3 major roles prescribed by the developers. If we are to stick with those, then either adjust the job description of the healer to better reflect his duties (please no no no no oh please no) or adjust our overall power so we aren't sitting there bored when doing our job and just our job. When a DD is bored, he can mix up his rotation to attempt to increase dps, still doing only his job. When a tank is bored, he can pull more adds, still doing only his job. What unique task can the healer pick up? Once you are full health, there's nothing left to heal.


    Anyone particularly astute probably caught that reducing healing power means less cancer in PvP, but it will also require a decrease in damage dealt. This would go a long way to fixing the power creep and gap IMO.

    @WhiteMage
    Not really though. A good healer, just like a good tank can do a lot of things other than heal and DD. Ie: A lot of tanks nowadays are expected to not just do all the bulleted points that @Drummerx04 pointed out, but to buff group. Ie: run ebon if group dont have it, run warhorns, apply debuffs to key mobs etc.

    For a healer, especially as a templar (since I have a templar heals I can speak more about this);

    1. Buff group with SPC ( this happens even when every1 is at full health).
    2. Drop shards every now and then at proper positions so that u dont pull adds too much. Ie: Behind or close to tank in AA last boss. Hitting the axes will pull the axes which makes tanks life more difficult. Make sure u give some to ur stam DD who normally run 0 sustain too.
    3. Cast repentance every now and the during trash pulls when enuff adds are dead.
    4. Apply infallaible aether debuff by heavy attacking to key adds/boss.
    5. Make sure u hit as many peeps as possible with combat prayer for buff.
    6. Decide when to use nova or when to use warhorn. Both are very useful at critical times.
    7. Use blue balls for ur mag DDs who need some sustain.
    8. Sometimes healers need to cleanse critical debuffs and should watch for these.
    9. Often times, in 4 man content, tank is busy getting pummelled by multiple adds and ur DDS too busy mashing nose into keyboard to notice ranged casters that tank didnt manage to grab casting stuff like TAKING AIM. That *** is a 1 hit and its much easier for healer to notice these things cos sometimes poor tank cant get to it and DDs are being useless as usual.

    I can go on and on but there are MANY many things that ANY role really, can do that goes above and beyond their assigned role to be a great player. A DD pulling 50k deeps is useless if he wont help interupts and groups wipes cos of that. A tank that only taunts is also useless if he wont aid the group more by controlling add movement and apply buffs to group. The same way, a healer that just heals is just as good as BOL-bot... which is kinda worthless...
    Edited by Vangy on October 18, 2016 2:30AM
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  • WhiteMage
    WhiteMage
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    @Vangy Right you are. This is how it is now. My big point is this is not how it SHOULD be.

    I think it is fair to say that part of the reason you are expected to do these things because you have the time to, no? It may sound weird, but I'd like to have less opportunities to do these things by needing to devote more into healing. If instead I had to think about WHO to heal rather than WHAT to do now that at this instant everyone is at full health I would love healing all the more, on top of it improving balance. Not that current mechanics support this with the smart/random healing we have now.

    From your perspective, what do you think healing SHOULD entail? Exactly what it entails now? What I outlined above? Or perhaps something else?
    Edited by WhiteMage on October 18, 2016 4:49AM
    The generally amicable yet sporadically salty magplar that may or may not have 1vXed you in Sotha Sil. Who knows?
  • Vangy
    Vangy
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    WhiteMage wrote: »
    @Vangy Right you are. This is how it is now. My big point is this is not how it SHOULD be.

    I think it is fair to say that part of the reason you are expected to do these things because you have the time to, no? It may sound weird, but I'd like to have less opportunities to do these things by needing to devote more into healing. If instead I had to think about WHO to heal instead of WHAT to do now that at this instant everyone is at full health I would love healing all the more, on top of it improving balance. Not that current mechanics support this with the smart/random healing we have now.

    From your perspective, what do you think healing SHOULD entail? Exactly what it entails now? What I outlined above? Or perhaps something else?

    @WhiteMage

    I really like the fact that when im tanking or healing, its not all im expected to do. I like that when im healing, im not forced to mash face into heals 24/7. That would make it boring. Right now, I watch adds and see if I can toss a shard to stun something that shouldnt be allowed to cast. I enjoy making sure my DDs are topped off with proper resources while they are mashing their face into adds/boss. I also am able to call for mechanics via ts when im tanking or healing cos we are the people who normally have the time to pay attention to such things cos we dont have a strict rotation to adhere to. When your tanking/healing, you are able to take the lead in such things. So all in all, i actually enjoy being able to do a wide range of things while im healing the group.

    There are certain fights in the game that really punish tanks and healers to the point where heal or tank is all they can do.. Maybe u havent had the joy of trying them yet.

    Namely vet DSA for tank. The last boss is all on the tank. You have to taunt an army of adds, take them away from group while trying to keep yourself alive cos healer will taunt boss and tank it while DDS do what they always do and mash face into boss. As tank you are keeping the adds at the other end of the map while making sure none of them run back to group and while you also have to self-heal. Bear in mind, this means no shards for you. No repentance for you cos these adds have way too much hp for u to kill. No heals from healer cos group is frigging far away. Off the top off my head the adds are power houses with their own repitoire of deadly attacks. Ill list them just for kicks and perspective:

    *forgive me if i miss any adds or the number of adds is wrong. All i know is, this is prolly on the conservative side.
    1. SNB add that frigging chain spams that reverb bash which stuns.
    2. 2H add that spams wrecking blow and cleave.
    3. 2 Mages that can do the weird purple explosion thing that is channelled and hurts like a beech
    4. 4 other stationary mages that frigging do the star-fire wave thingy.

    Oh and the real kicker, these adds can chain combo drop ults. Nova. Negate. There was a time I got hit with reverb bash and before I could break free, a negate landed on me. I tried to dodge roll out and got hit with nova by next add + the double channel fire wave. GG. Rng got me and group wiped cos the army of adds went over to my group and opened my healers butt hole. Ouchie.

    For healing, you can try main healing tank during the vetHel ra warriors flurry attack. If all you want to do is heal, damn this fight is perfect. Cos even a full mitigation tank takes around 15-20k hits from this dude per swing even while blocking. And he swings like 4 times in a row followed by reverb bash into cleave. Intense. I can hear my healer pissing his pants in ts all the time during this fight.
    Edited by Vangy on October 18, 2016 3:37AM
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
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