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What would be a reason you would kick a healer from group?

  • Azuramoonstar
    Azuramoonstar
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    tbh it would be better if the healer does raise as dps doing the raise is less dps. A healer could put down hot raise before going back to healing.

    but im still new to ESO so idk how viable that is.

    It depends. The whole "healers should never rez" thing is true, but only for new, inexperienced groups that need constant attention from the healer because the tank can't hold aggro or the DPS can't avoid standing in stupid. Healers can rez just fine in most content (except trials) with endgame players. Just drop HOT's, find a safe spot, and get it done. No biggie. If a group wipes because the healer spent 2 seconds picking someone up, then that group is in way over their heads anyway and needs to go back to easier content.

    ya i figured, ESO does stuff differently, which a lot of people don't see to really realize. Like tanks not having aoe taunting only tanking a "big bad" and not all fight are tank-able. every mmo i played the healer has a raise.

    ff14 has 2 non healing jobs with raise rdm, and smn but they mostly dps not raise. as dps should focus on dps and healers should focus on the groups hp.
    Long time mmo player: 2004-[current year]
    Long time Elder scrolls player: Xbox launch morrowind.
    Follower of the dawn and dusk, keeper of the moon and star.
  • Jaimeh
    Jaimeh
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    I don't think I've ever had to kick a healer, because for vet dungeons, people don't usually join as a fake healer, and for normals, I can take care of myself, at least with my max CP characters (with lowbies though I'd definitely want a healer, even in a normal dungeon). The things I'd love my group healer to do are to help me with sustain, like a commenter said above; shards/ele drain/orbs/enchanted growth are all very welcome, because my own survivability is also my responsibility as a DPS, and if I have that down, then I'd want more resources to keep doing damage.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    I dont even notice a healer in any dungeon except a few Vet DLCs. When I pug, I assume the healer is going to be below average. It is certainly not always true, but it's a "safe" assumption to make. In other words, i dont bring a glass cannon build to a pug group, as it's usually a bad idea.

    In DLC's, things I want. Resources (orbs, worm, etc), buffs (combat Prayer, SPC, Warhorn, off balance), heals (a few HoTs and and emergency springs stack for high damage encounters), and if possible, purges. Assuming they have those reasonably covered, I prefer they bring as much DPS to the table as possible.

    Trial healing is a whole different animal.
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