From the outset, let me say I (used to) main a healer and have enjoyed the role a great deal.
Increasingly, it has become clear that the self-sufficiency enjoyed by most classes and game mechanics themselves are allowing groups to run at least 3DDs, sometimes 4, leaving no need for healers in the vast majority of non-trial situations. Some of the hard mode DLC dungeons still need a balanced group for most players but so rare that it's becoming an in-joke each time we clear something really difficult with just a tank and DDs.
Yes, I know this applies to groups with good DPS and people who know mechanics but this situation will, eventually, be the norm as everyone skills up.
Do others healers feel the same? Are you relegated as a dedicated healer to just trials?
I know my guild will allow me to take the healer out on anything but the simple fact is that it would be limiting the group's effectiveness and add nothing by way of benefit outside a few buffs that matter little in the grand scheme of things.
Yes, I know this applies to groups with good DPS and people who know mechanics but this situation will, eventually, be the norm as everyone skills up.
jhnartb14_ESO wrote: »My job as a healer is combat prayer and luminous shards.
jhnartb14_ESO wrote: »My job as a healer is combat prayer and luminous shards.
Will boost that 10K DPS to 10.8K. Mobs will melt, bosses will drop like blades of grass under the scythe ...
VaranisArano wrote: »jhnartb14_ESO wrote: »My job as a healer is combat prayer and luminous shards.
Will boost that 10K DPS to 10.8K. Mobs will melt, bosses will drop like blades of grass under the scythe ...
If the group's total DPS is 10k, I'm going to assume they also desperately need a healer to keep them alive. So the choice becomes "Do I keep the noobs alive and suffer through the long dungeon or do I let them die and proceed to basically solo the thing?"
VaranisArano wrote: »jhnartb14_ESO wrote: »My job as a healer is combat prayer and luminous shards.
Will boost that 10K DPS to 10.8K. Mobs will melt, bosses will drop like blades of grass under the scythe ...
If the group's total DPS is 10k, I'm going to assume they also desperately need a healer to keep them alive. So the choice becomes "Do I keep the noobs alive and suffer through the long dungeon or do I let them die and proceed to basically solo the thing?"