As our groups are running most of them with 4 DDs non DLCs HMs and the DLC HMs with 3DDs 1 Tank.. i would say not much.
But in Cases like nodeath runs a healer is more like a safety option.
As our groups are running most of them with 4 DDs non DLCs HMs and the DLC HMs with 3DDs 1 Tank.. i would say not much.
But in Cases like nodeath runs a healer is more like a safety option.
As our groups are running most of them with 4 DDs non DLCs HMs and the DLC HMs with 3DDs 1 Tank.. i would say not much.
But in Cases like nodeath runs a healer is more like a safety option.
OP is talking about trials. Not 4 man content. Further, when talking trials she probably means vet trials and probably outside of Craglorn. Something with an actual challenge.
As our groups are running most of them with 4 DDs non DLCs HMs and the DLC HMs with 3DDs 1 Tank.. i would say not much.
But in Cases like nodeath runs a healer is more like a safety option.
OP is talking about trials. Not 4 man content. Further, when talking trials she probably means vet trials and probably outside of Craglorn. Something with an actual challenge.
Oh I missed that Point.. but with DLC and non DLC HMs i meant veteran..
I think some characterization is needed.
If you consider all the DPS would die in challenging trials without healers then they are worth the entire amount of DPS the group puts out, when they are not dead. Of course this is taking into account a good healer.
If you are only looking at the increased dps the group provides based solely on buff and sustain, that which the healer provide over an above straight heals, it becomes much more complicated.
Since i am a very, very, very VERY important DPS, i won't have time to move out of AOEs, so I need a lot of healing. The rotation is above everything else. Also, defensive cooldowns are a waste of dps as well. Therefore, it is an important role.
aetherial_heavenn wrote: »8% from 100 % combat prayer uptime
Tangent: It's a pretty sad indictment of the game that 4 dps can complete vet dungeons, let alone hardmode. But that's for another thread.
I think some characterization is needed.
If you consider all the DPS would die in challenging trials without healers then they are worth the entire amount of DPS the group puts out, when they are not dead. Of course this is taking into account a good healer.
If you are only looking at the increased dps the group provides based solely on buff and sustain, that which the healer provide over an above straight heals, it becomes much more complicated.
I trying to create some new tactics and considering factors vs 1 and 2 healers with group.
I think some characterization is needed.
If you consider all the DPS would die in challenging trials without healers then they are worth the entire amount of DPS the group puts out, when they are not dead. Of course this is taking into account a good healer.
If you are only looking at the increased dps the group provides based solely on buff and sustain, that which the healer provide over an above straight heals, it becomes much more complicated.
I trying to create some new tactics and considering factors vs 1 and 2 healers with group.
It is still a matter of context.
AA was solo healed during the first year it was out, even when we were still v12, it's original level.
However, vMoL, vHoF, vCR and HM of all those become a very different situation. Speaking from a HM point of view of newer trials I expect most need 2 healers. While it is rare I have cleared vHoF no in HM outside running some training runs, I cannot imagine the Assembly General being solo healed considering the burn phase.
So if you are talking vAA, it is probably still doable to clear it with one very good healer if not done in HM. Many tanks can handle the axes on their own allowing the group to stack on the mage's butt with one dps in melee range taunting her to face the other direction. That is simple and just carries the risk of what happens if the healer goes down, but that is always the case for a single healer.
vHRC needs a second healer in the split. Storm fall on the final boss is where the question would be if a single healer could handle it since everyone needs to be slightly spread out. It would certainly be challenging to get one healing springs to cover the whole group there.
It is less of a matter of the dps benefit a healer brings to the group. It is more about can a solo healer handle the fight. That includes the rest of the group being good enough to avoid and mitigate their heavy damage as well as being disciplined enough to move as they are told to move. Most do not fit that bill. Even pretty good players that would handle instructions well on a core team tend to not follow them as well when they are a guild based pug group.
That is just my thoughts. I am not being critical of your overall goal. Please do not take any part of this as a personal attack.