Drummerx04 wrote: »This problem is once again that this game heavily favors a dps style of play for most base game dungeons where it is borderline impossible to carry a group as a "true" tank because at the end of the day everything in the dungeon needs to die, and some mechanics require decent dps to avoid one shots.
As a healer, you are mostly irrelevant. A DD with a single HOT can survive most encounters with a little bit of blocking or dodging as long as there is a tank. Most damage that is of any risk is essentially a one shot, so once again why be a healer?
And it's not like healing and tanking dungeons isn't an enjoyable or relaxing task at all, but it most certainly isn't if the DPS just isn't there.
Drummerx04 wrote: »This problem is once again that this game heavily favors a dps style of play for most base game dungeons where it is borderline impossible to carry a group as a "true" tank because at the end of the day everything in the dungeon needs to die, and some mechanics require decent dps to avoid one shots.
As a healer, you are mostly irrelevant. A DD with a single HOT can survive most encounters with a little bit of blocking or dodging as long as there is a tank. Most damage that is of any risk is essentially a one shot, so once again why be a healer?
And it's not like healing and tanking dungeons isn't an enjoyable or relaxing task at all, but it most certainly isn't if the DPS just isn't there.
Drummerx04 wrote: »This problem is once again that this game heavily favors a dps style of play for most base game dungeons where it is borderline impossible to carry a group as a "true" tank because at the end of the day everything in the dungeon needs to die, and some mechanics require decent dps to avoid one shots.
As a healer, you are mostly irrelevant. A DD with a single HOT can survive most encounters with a little bit of blocking or dodging as long as there is a tank. Most damage that is of any risk is essentially a one shot, so once again why be a healer?
And it's not like healing and tanking dungeons isn't an enjoyable or relaxing task at all, but it most certainly isn't if the DPS just isn't there.
What are you guys smoking? I’ve carried dungeons before as a healer multiple times.
A healer isn’t there to ‘just heal’. They increase the group’s dps by a lot plus do damage themselves. I’ve been in groups where I never dropped below 50% of the group’s dps as the healer. You can absolutely carry groups.
The issue mostly with tanks and healers who queue is they’re in raid specs optimized for 12 people. In a group of 4 if you’re healing and not doing some damage you’re getting carried.
The main reason why tanks and healers stop queuing once they have all the monster sets is poor dps players. In a good group who can clear a vet in under 15 minutes I’d probably still queue. Sometimes you get these crazy low dps groups and it’s a real chore.
The issue ultimately is the gap between top end and you’re average dps in the game. There are a lot of dps queuing and no one wants to group with them.
Drummerx04 wrote: »This problem is once again that this game heavily favors a dps style of play for most base game dungeons where it is borderline impossible to carry a group as a "true" tank because at the end of the day everything in the dungeon needs to die, and some mechanics require decent dps to avoid one shots.
As a healer, you are mostly irrelevant. A DD with a single HOT can survive most encounters with a little bit of blocking or dodging as long as there is a tank. Most damage that is of any risk is essentially a one shot, so once again why be a healer?
And it's not like healing and tanking dungeons isn't an enjoyable or relaxing task at all, but it most certainly isn't if the DPS just isn't there.
What are you guys smoking? I’ve carried dungeons before as a healer multiple times.
A healer isn’t there to ‘just heal’. They increase the group’s dps by a lot plus do damage themselves. I’ve been in groups where I never dropped below 50% of the group’s dps as the healer. You can absolutely carry groups.
The issue mostly with tanks and healers who queue is they’re in raid specs optimized for 12 people. In a group of 4 if you’re healing and not doing some damage you’re getting carried.
The main reason why tanks and healers stop queuing once they have all the monster sets is poor dps players. In a good group who can clear a vet in under 15 minutes I’d probably still queue. Sometimes you get these crazy low dps groups and it’s a real chore.
The issue ultimately is the gap between top end and you’re average dps in the game. There are a lot of dps queuing and no one wants to group with them.
kylewwefan wrote: »Drummerx04 wrote: »This problem is once again that this game heavily favors a dps style of play for most base game dungeons where it is borderline impossible to carry a group as a "true" tank because at the end of the day everything in the dungeon needs to die, and some mechanics require decent dps to avoid one shots.
As a healer, you are mostly irrelevant. A DD with a single HOT can survive most encounters with a little bit of blocking or dodging as long as there is a tank. Most damage that is of any risk is essentially a one shot, so once again why be a healer?
And it's not like healing and tanking dungeons isn't an enjoyable or relaxing task at all, but it most certainly isn't if the DPS just isn't there.
What are you guys smoking? I’ve carried dungeons before as a healer multiple times.
A healer isn’t there to ‘just heal’. They increase the group’s dps by a lot plus do damage themselves. I’ve been in groups where I never dropped below 50% of the group’s dps as the healer. You can absolutely carry groups.
The issue mostly with tanks and healers who queue is they’re in raid specs optimized for 12 people. In a group of 4 if you’re healing and not doing some damage you’re getting carried.
The main reason why tanks and healers stop queuing once they have all the monster sets is poor dps players. In a good group who can clear a vet in under 15 minutes I’d probably still queue. Sometimes you get these crazy low dps groups and it’s a real chore.
The issue ultimately is the gap between top end and you’re average dps in the game. There are a lot of dps queuing and no one wants to group with them.
If you’re doing half the groups damage as a healer, the group is suck. I get it. I Do the same thing. Que as a healer on a StamBlade. Vigor heals ftw.
The healer problem is when you get this guy Ready to heal a trial and does %2 of the dungeon groups DPS. Which is the far more common scenario. Most healer do no damage. And that’s a big problem in a low damage group.
kylewwefan wrote: »Drummerx04 wrote: »This problem is once again that this game heavily favors a dps style of play for most base game dungeons where it is borderline impossible to carry a group as a "true" tank because at the end of the day everything in the dungeon needs to die, and some mechanics require decent dps to avoid one shots.
As a healer, you are mostly irrelevant. A DD with a single HOT can survive most encounters with a little bit of blocking or dodging as long as there is a tank. Most damage that is of any risk is essentially a one shot, so once again why be a healer?
And it's not like healing and tanking dungeons isn't an enjoyable or relaxing task at all, but it most certainly isn't if the DPS just isn't there.
What are you guys smoking? I’ve carried dungeons before as a healer multiple times.
A healer isn’t there to ‘just heal’. They increase the group’s dps by a lot plus do damage themselves. I’ve been in groups where I never dropped below 50% of the group’s dps as the healer. You can absolutely carry groups.
The issue mostly with tanks and healers who queue is they’re in raid specs optimized for 12 people. In a group of 4 if you’re healing and not doing some damage you’re getting carried.
The main reason why tanks and healers stop queuing once they have all the monster sets is poor dps players. In a good group who can clear a vet in under 15 minutes I’d probably still queue. Sometimes you get these crazy low dps groups and it’s a real chore.
The issue ultimately is the gap between top end and you’re average dps in the game. There are a lot of dps queuing and no one wants to group with them.
If you’re doing half the groups damage as a healer, the group is suck. I get it. I Do the same thing. Que as a healer on a StamBlade. Vigor heals ftw.
The healer problem is when you get this guy Ready to heal a trial and does %2 of the dungeon groups DPS. Which is the far more common scenario. Most healer do no damage. And that’s a big problem in a low damage group.
Umm, the sad thing is I have often out dpsed entire random groups on my healer that was pure trial healer build. Of course I slotted some dps skills but did not change CP or anything else.
That is how bad some GF groups are and why good tanks stopped using GF long ago.
Drummerx04 wrote: »This problem is once again that this game heavily favors a dps style of play for most base game dungeons where it is borderline impossible to carry a group as a "true" tank because at the end of the day everything in the dungeon needs to die, and some mechanics require decent dps to avoid one shots.
As a healer, you are mostly irrelevant. A DD with a single HOT can survive most encounters with a little bit of blocking or dodging as long as there is a tank. Most damage that is of any risk is essentially a one shot, so once again why be a healer?
And it's not like healing and tanking dungeons isn't an enjoyable or relaxing task at all, but it most certainly isn't if the DPS just isn't there.
What are you guys smoking? I’ve carried dungeons before as a healer multiple times.
A healer isn’t there to ‘just heal’. They increase the group’s dps by a lot plus do damage themselves. I’ve been in groups where I never dropped below 50% of the group’s dps as the healer. You can absolutely carry groups.
The issue mostly with tanks and healers who queue is they’re in raid specs optimized for 12 people. In a group of 4 if you’re healing and not doing some damage you’re getting carried.
The main reason why tanks and healers stop queuing once they have all the monster sets is poor dps players. In a good group who can clear a vet in under 15 minutes I’d probably still queue. Sometimes you get these crazy low dps groups and it’s a real chore.
The issue ultimately is the gap between top end and you’re average dps in the game. There are a lot of dps queuing and no one wants to group with them.
Pretty sure Drummer knows a healer worth their salt is doing dps if they are with a decent group.
Also, you are very wrong that healers stop queueing once they have all the monster sets. They enjoy healing.
The reason reason tanks and healer stoped queueing in GF (solo) is because they got tired of bad dps. Most solid players have guilds they go to for forming groups so tanks and healers, any player, of a decent skill level can easily avoid random GF groups.
I say this as someone who used to often queue solo as a tank to help the GF out but I cut that out long ago.
Agenericname wrote: »Drummerx04 wrote: »This problem is once again that this game heavily favors a dps style of play for most base game dungeons where it is borderline impossible to carry a group as a "true" tank because at the end of the day everything in the dungeon needs to die, and some mechanics require decent dps to avoid one shots.
As a healer, you are mostly irrelevant. A DD with a single HOT can survive most encounters with a little bit of blocking or dodging as long as there is a tank. Most damage that is of any risk is essentially a one shot, so once again why be a healer?
And it's not like healing and tanking dungeons isn't an enjoyable or relaxing task at all, but it most certainly isn't if the DPS just isn't there.
What are you guys smoking? I’ve carried dungeons before as a healer multiple times.
A healer isn’t there to ‘just heal’. They increase the group’s dps by a lot plus do damage themselves. I’ve been in groups where I never dropped below 50% of the group’s dps as the healer. You can absolutely carry groups.
The issue mostly with tanks and healers who queue is they’re in raid specs optimized for 12 people. In a group of 4 if you’re healing and not doing some damage you’re getting carried.
The main reason why tanks and healers stop queuing once they have all the monster sets is poor dps players. In a good group who can clear a vet in under 15 minutes I’d probably still queue. Sometimes you get these crazy low dps groups and it’s a real chore.
The issue ultimately is the gap between top end and you’re average dps in the game. There are a lot of dps queuing and no one wants to group with them.
Pretty sure Drummer knows a healer worth their salt is doing dps if they are with a decent group.
Also, you are very wrong that healers stop queueing once they have all the monster sets. They enjoy healing.
The reason reason tanks and healer stoped queueing in GF (solo) is because they got tired of bad dps. Most solid players have guilds they go to for forming groups so tanks and healers, any player, of a decent skill level can easily avoid random GF groups.
I say this as someone who used to often queue solo as a tank to help the GF out but I cut that out long ago.
I think that's partially true, but an often overlooked aspect is that over time, as we play, we make friends. I enjoy playing with the people that I play with. I have no reason to go elsewhere regardless of the DPS. To be honest, the rewards won't change that either. Over time we make friends, join guilds, we improve, our skill level increases, the RDF becomes less significant.
On a broader scope I think it is a good idea. No, they won't entice me into a PUG, but they may attract new players or players that are new to those roles. Eventually those players will make friends and leave the circuit and new blood will be needed once again.
White wabbit wrote: »
White wabbit wrote: »
I already have 2 tanks and 4 healers. But my DPS characters need to level Undaunted too, at the end of the day. I finally have a couple of DPS builds that I'm happy with, so I'd like to get them the skills they need.
White wabbit wrote: »kylewwefan wrote: »Drummerx04 wrote: »This problem is once again that this game heavily favors a dps style of play for most base game dungeons where it is borderline impossible to carry a group as a "true" tank because at the end of the day everything in the dungeon needs to die, and some mechanics require decent dps to avoid one shots.
As a healer, you are mostly irrelevant. A DD with a single HOT can survive most encounters with a little bit of blocking or dodging as long as there is a tank. Most damage that is of any risk is essentially a one shot, so once again why be a healer?
And it's not like healing and tanking dungeons isn't an enjoyable or relaxing task at all, but it most certainly isn't if the DPS just isn't there.
What are you guys smoking? I’ve carried dungeons before as a healer multiple times.
A healer isn’t there to ‘just heal’. They increase the group’s dps by a lot plus do damage themselves. I’ve been in groups where I never dropped below 50% of the group’s dps as the healer. You can absolutely carry groups.
The issue mostly with tanks and healers who queue is they’re in raid specs optimized for 12 people. In a group of 4 if you’re healing and not doing some damage you’re getting carried.
The main reason why tanks and healers stop queuing once they have all the monster sets is poor dps players. In a good group who can clear a vet in under 15 minutes I’d probably still queue. Sometimes you get these crazy low dps groups and it’s a real chore.
The issue ultimately is the gap between top end and you’re average dps in the game. There are a lot of dps queuing and no one wants to group with them.
If you’re doing half the groups damage as a healer, the group is suck. I get it. I Do the same thing. Que as a healer on a StamBlade. Vigor heals ftw.
The healer problem is when you get this guy Ready to heal a trial and does %2 of the dungeon groups DPS. Which is the far more common scenario. Most healer do no damage. And that’s a big problem in a low damage group.
Umm, the sad thing is I have often out dpsed entire random groups on my healer that was pure trial healer build. Of course I slotted some dps skills but did not change CP or anything else.
That is how bad some GF groups are and why good tanks stopped using GF long ago.
The problem is that not everyone on here is equal, some just wont even be able to and some just need a little help ,I'll happily sit there and help if someone is prepared to listen but if they aren't then I just quit and leave them without a tank , so if you've joined a group that had no tank that might have been me ! Sorry
White wabbit wrote: »
I already have 2 tanks and 4 healers. But my DPS characters need to level Undaunted too, at the end of the day. I finally have a couple of DPS builds that I'm happy with, so I'd like to get them the skills they need.
Tank on them to level up your undaunted.
Though I will let you in on a secret about leveling up undaunted fast. Get a group of skilled guild members to run with you, including a tank, and clear vet dungeons on HM. With the vet, HM, speed run and sometimes no death you will find Undaunted levels up extremely fast.
If you've played any MMO before you should know to run TO the tank if you have adds on you.
White wabbit wrote: »Imo alot of dd's are selfish I changed alot of my toons to tank spec to get a run in a dungeon, so why don't more people do this
[*] Loot randomly around the room before joining the next trash pull
As someone that has Tanked and Healed every bit of content in the game, I can honestly say, screw PUGs. Always making excuses for their low DPS, blaming Tanks/Healers for not doing their job, etc.