Rustyfish101 wrote: »@Jeremy give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
MehrunesFlagon wrote: »MehrunesFlagon wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
In this game they are resources batteries as you put it.
Not according to the role definition in the Activity Finder they aren't.
According to this game: a healer's job is to: Heal and protect allies, keeping them alive throughout the battle. I see nothing in that description about being a resource battery.
FFS- give it a *** rest already. You know what they call a fanatic? Someone that can’t change their mind and won’t change the subject.
How does posting the in-game definition of a healer make someone a "fanatic"?
lol
What a ridiculous post. You're the one who needs to "give it a res already". You and your cohorts do not get to redefine what the role of healer is just because you want them to serve as your personal resource _____.
I'm going to keep saying it. Healers are also support in this game. If it were up to me you wouldn't be able to enter/stay a dungeon without orbs/shards and ele drain.Would be an auto kick feature.It is what the game requires, thus that is what the description is going to be.
You can say it all you want - but repeating the same thing over and over doesn't make it any more true.
The game defines what a healer's role is. So you aren't arguing with me - you're arguing with the people who made the game.
Vercingetorix wrote: »This patch represents an opportunity for the truly talented healers to simply adapt and learn new strategies to do their job. The trash healers will continue to cry and complain because god forbid they learn how to do something other than mash a few spells ad nauseum:
- Major Slayer uptime is getting nerfed - deal with it.
- If you want frequent synergies, slot other skills to provide more of them.
- If you want more healing sources, slot other skills to provide more of it.
It's time for healers to finally develop a proper healing rotation of many spells, rather than spamming a few spells. Adapt.
Rustyfish101 wrote: »@Jeremy give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
You should take your own advice in this regard Rustyfish and you give it a break.
I am discussing the changes to heals - and why doing away with spamming orbs is a good thing for the game.
IF you don't want to argue with me - then don't argue with me.
Tourist_McGee wrote: »As someone who prefers to tank or heal, i've always been guided by this old adage:
If the Tank dies, it's the Healer's fault.
If the Healer dies, it's the Tank's fault.
If the DPS dies, it's their own damned fault.
When i'm healing I consider it my top priority to heal; to keep the tank alive, and then the dps. Being a resource battery for the dps would always be a distant second. That being said, i am new to the game, not yet having a toon that's done anything beyond the early public dungeons, so i've not experienced the part of the game where it's the healers job to be a resource battery.
Same here. A healer's priority should always be to heal and keep their allies alive. That is their primary job.
Support is a secondary function if they choose to adopt it.
MehrunesFlagon wrote: »MehrunesFlagon wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
In this game they are resources batteries as you put it.
Not according to the role definition in the Activity Finder they aren't.
According to this game: a healer's job is to: Heal and protect allies, keeping them alive throughout the battle. I see nothing in that description about being a resource battery.
FFS- give it a *** rest already. You know what they call a fanatic? Someone that can’t change their mind and won’t change the subject.
How does posting the in-game definition of a healer make someone a "fanatic"?
lol
What a ridiculous post. You're the one who needs to "give it a res already". You and your cohorts do not get to redefine what the role of healer is just because you want them to serve as your personal resource _____.
I'm going to keep saying it. Healers are also support in this game. If it were up to me you wouldn't be able to enter/stay a dungeon without orbs/shards and ele drain.Would be an auto kick feature.It is what the game requires, thus that is what the description is going to be.
You can say it all you want - but repeating the same thing over and over doesn't make it any more true.
The game defines what a healer's role is. So you aren't arguing with me - you're arguing with the people who made the game. And don't worry - I would be kicking people who demand healers use orbs/shards and ele drain too. So we're even on that score.
LadyNalcarya wrote: »MehrunesFlagon wrote: »MehrunesFlagon wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
In this game they are resources batteries as you put it.
Not according to the role definition in the Activity Finder they aren't.
According to this game: a healer's job is to: Heal and protect allies, keeping them alive throughout the battle. I see nothing in that description about being a resource battery.
FFS- give it a *** rest already. You know what they call a fanatic? Someone that can’t change their mind and won’t change the subject.
How does posting the in-game definition of a healer make someone a "fanatic"?
lol
What a ridiculous post. You're the one who needs to "give it a res already". You and your cohorts do not get to redefine what the role of healer is just because you want them to serve as your personal resource _____.
I'm going to keep saying it. Healers are also support in this game. If it were up to me you wouldn't be able to enter/stay a dungeon without orbs/shards and ele drain.Would be an auto kick feature.It is what the game requires, thus that is what the description is going to be.
You can say it all you want - but repeating the same thing over and over doesn't make it any more true.
The game defines what a healer's role is. So you aren't arguing with me - you're arguing with the people who made the game.
It is true, though. It becomes pretty obvious if you try dlc content, especially hardmodes.
Btw tanks aren't called "taunters" and their role desciption in group finder doesn't say anything about that, so according to your logic they don't have to use taunts. Or crowd control abilities.
MehrunesFlagon wrote: »MehrunesFlagon wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
In this game they are resources batteries as you put it.
Not according to the role definition in the Activity Finder they aren't.
According to this game: a healer's job is to: Heal and protect allies, keeping them alive throughout the battle. I see nothing in that description about being a resource battery.
FFS- give it a *** rest already. You know what they call a fanatic? Someone that can’t change their mind and won’t change the subject.
How does posting the in-game definition of a healer make someone a "fanatic"?
lol
What a ridiculous post. You're the one who needs to "give it a res already". You and your cohorts do not get to redefine what the role of healer is just because you want them to serve as your personal resource _____.
I'm going to keep saying it. Healers are also support in this game. If it were up to me you wouldn't be able to enter/stay a dungeon without orbs/shards and ele drain.Would be an auto kick feature.It is what the game requires, thus that is what the description is going to be.
You can say it all you want - but repeating the same thing over and over doesn't make it any more true.
The game defines what a healer's role is. So you aren't arguing with me - you're arguing with the people who made the game. And don't worry - I would be kicking people who demand healers use orbs/shards and ele drain too. So we're even on that score.
The problem is not about to adapt, we will do it, but atm only 2 class can adapt and still manage to do content (and not even sur for the hardest) : Templar + Warden (dunno for necro I don't play it).
So, what about the already off-meta healer ? I'm a main NB heal, I don't have any other tool in my class skill to do the job. DK and Sorc have even less tool than me.
THIS is the real problem : we just CAN'T adapt even if we want.
From what you write it pretty clear that you never heal in no meta class the hardest content of this game.
We need alternative if these change are made, and we don't have it.
Nothing to do with spamming X skill (even if the only spam time is in stress phase like execute unlike what you seem to think).
So it would be nice if people who don't know how to heal in this game start to stop saying BS.
Pretty much the same guy who are gonna cry for the lack of healing and how about they can't stay alie anymore in hard content, gonna be funny to see at least.
LadyNalcarya wrote: »MehrunesFlagon wrote: »MehrunesFlagon wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
In this game they are resources batteries as you put it.
Not according to the role definition in the Activity Finder they aren't.
According to this game: a healer's job is to: Heal and protect allies, keeping them alive throughout the battle. I see nothing in that description about being a resource battery.
FFS- give it a *** rest already. You know what they call a fanatic? Someone that can’t change their mind and won’t change the subject.
How does posting the in-game definition of a healer make someone a "fanatic"?
lol
What a ridiculous post. You're the one who needs to "give it a res already". You and your cohorts do not get to redefine what the role of healer is just because you want them to serve as your personal resource _____.
I'm going to keep saying it. Healers are also support in this game. If it were up to me you wouldn't be able to enter/stay a dungeon without orbs/shards and ele drain.Would be an auto kick feature.It is what the game requires, thus that is what the description is going to be.
You can say it all you want - but repeating the same thing over and over doesn't make it any more true.
The game defines what a healer's role is. So you aren't arguing with me - you're arguing with the people who made the game.
It is true, though. It becomes pretty obvious if you try dlc content, especially hardmodes.
Btw tanks aren't called "taunters" and their role desciption in group finder doesn't say anything about that, so according to your logic they don't have to use taunts. Or crowd control abilities.
This isn't about my logic. This is about the job of combat roles a defined by the game. My so-called "logic" has nothing to do with this.
The job of a tank is to absorb damage from enemies and prevent allies from being attacked.
Taunts are just a way to do about doing that - as is crowd control. So there is nothing wrong with my "logic". Any if anything - you bringing up the description of tanks does nothing but further damage the argument that tanks and healers are "support" classes. Because no where in the tank description does it say it's their job to buff or be resource batteries either. So thank you for making my point for me.
MehrunesFlagon wrote: »Tourist_McGee wrote: »As someone who prefers to tank or heal, i've always been guided by this old adage:
If the Tank dies, it's the Healer's fault.
If the Healer dies, it's the Tank's fault.
If the DPS dies, it's their own damned fault.
When i'm healing I consider it my top priority to heal; to keep the tank alive, and then the dps. Being a resource battery for the dps would always be a distant second. That being said, i am new to the game, not yet having a toon that's done anything beyond the early public dungeons, so i've not experienced the part of the game where it's the healers job to be a resource battery.
Same here. A healer's priority should always be to heal and keep their allies alive. That is their primary job.
Support is a secondary function if they choose to adopt it.
Saying that over and over like a broken record does not make your point valid.It is not a choice it's an obligation. Might as well give up. I'm very difficult to convince.
LadyNalcarya wrote: »LadyNalcarya wrote: »MehrunesFlagon wrote: »MehrunesFlagon wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
In this game they are resources batteries as you put it.
Not according to the role definition in the Activity Finder they aren't.
According to this game: a healer's job is to: Heal and protect allies, keeping them alive throughout the battle. I see nothing in that description about being a resource battery.
FFS- give it a *** rest already. You know what they call a fanatic? Someone that can’t change their mind and won’t change the subject.
How does posting the in-game definition of a healer make someone a "fanatic"?
lol
What a ridiculous post. You're the one who needs to "give it a res already". You and your cohorts do not get to redefine what the role of healer is just because you want them to serve as your personal resource _____.
I'm going to keep saying it. Healers are also support in this game. If it were up to me you wouldn't be able to enter/stay a dungeon without orbs/shards and ele drain.Would be an auto kick feature.It is what the game requires, thus that is what the description is going to be.
You can say it all you want - but repeating the same thing over and over doesn't make it any more true.
The game defines what a healer's role is. So you aren't arguing with me - you're arguing with the people who made the game.
It is true, though. It becomes pretty obvious if you try dlc content, especially hardmodes.
Btw tanks aren't called "taunters" and their role desciption in group finder doesn't say anything about that, so according to your logic they don't have to use taunts. Or crowd control abilities.
This isn't about my logic. This is about the job of combat roles a defined by the game. My so-called "logic" has nothing to do with this.
The job of a tank is to absorb damage from enemies and prevent allies from being attacked.
Taunts are just a way to do about doing that - as is crowd control. So there is nothing wrong with my "logic". Any if anything - you bringing up the description of tanks does nothing but further damage the argument that tanks and healers are "support" classes. Because no where in the tank description does it say it's their job to buff or be resource batteries either. So thank you for making my point for me.
But it doesn't say anything about taunts. Maybe I just need to run into enemies, drop some aoes and stand there? Don't tell me to use taunts, that's elitist and limits my skill choices.
Rustyfish101 wrote: »Rustyfish101 wrote: »@Jeremy give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
You should take your own advice in this regard Rustyfish and you give it a break.
I am discussing the changes to heals - and why doing away with spamming orbs is a good thing for the game.
IF you don't want to argue with me - then don't argue with me.
I've been staying away from commenting on this for the last few days for that exact reason but I'm getting sick of you derailing my thread. I was not trying to start an argument I was politely asking you to stop arguing with everyone. /facepalm
MehrunesFlagon wrote: »Tourist_McGee wrote: »As someone who prefers to tank or heal, i've always been guided by this old adage:
If the Tank dies, it's the Healer's fault.
If the Healer dies, it's the Tank's fault.
If the DPS dies, it's their own damned fault.
When i'm healing I consider it my top priority to heal; to keep the tank alive, and then the dps. Being a resource battery for the dps would always be a distant second. That being said, i am new to the game, not yet having a toon that's done anything beyond the early public dungeons, so i've not experienced the part of the game where it's the healers job to be a resource battery.
Same here. A healer's priority should always be to heal and keep their allies alive. That is their primary job.
Support is a secondary function if they choose to adopt it.
Saying that over and over like a broken record does not make your point valid.It is not a choice it's an obligation. Might as well give up. I'm very difficult to convince.
And you saying they are support over and over like a broken record doesn't make it a valid point either.
I have evidence to support what I'm saying - because that's how the game itself defines healers. You probably should give up though.
MehrunesFlagon wrote: »MehrunesFlagon wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
In this game they are resources batteries as you put it.
Not according to the role definition in the Activity Finder they aren't.
According to this game: a healer's job is to: Heal and protect allies, keeping them alive throughout the battle. I see nothing in that description about being a resource battery.
FFS- give it a *** rest already. You know what they call a fanatic? Someone that can’t change their mind and won’t change the subject.
How does posting the in-game definition of a healer make someone a "fanatic"?
lol
What a ridiculous post. You're the one who needs to "give it a res already". You and your cohorts do not get to redefine what the role of healer is just because you want them to serve as your personal resource _____.
I'm going to keep saying it. Healers are also support in this game. If it were up to me you wouldn't be able to enter/stay a dungeon without orbs/shards and ele drain.Would be an auto kick feature.It is what the game requires, thus that is what the description is going to be.
You can say it all you want - but repeating the same thing over and over doesn't make it any more true.
The game defines what a healer's role is. So you aren't arguing with me - you're arguing with the people who made the game. And don't worry - I would be kicking people who demand healers use orbs/shards and ele drain too. So we're even on that score.
The problem is not about to adapt, we will do it, but atm only 2 class can adapt and still manage to do content (and not even sur for the hardest) : Templar + Warden (dunno for necro I don't play it).
So, what about the already off-meta healer ? I'm a main NB heal, I don't have any other tool in my class skill to do the job. DK and Sorc have even less tool than me.
THIS is the real problem : we just CAN'T adapt even if we want.
From what you write it pretty clear that you never heal in no meta class the hardest content of this game.
We need alternative if these change are made, and we don't have it.
Nothing to do with spamming X skill (even if the only spam time is in stress phase like execute unlike what you seem to think).
So it would be nice if people who don't know how to heal in this game start to stop saying BS.
Pretty much the same guy who are gonna cry for the lack of healing and how about they can't stay alie anymore in hard content, gonna be funny to see at least.
This post doesn't really have anything to do with my comment.
Are you sure you are directing this at the right person? That comment you are responding to was about the healer's role being to heal. It didn't have anything to do with you needing alternatives. I've been saying healers needed to be buffed for years now. So you'll really get no argument from me about that. Just the fact they were being reduced to orb spamming proves just how badly their healing took kits did need buffs. So I'm all for giving healers stronger alternatives.
LadyNalcarya wrote: »MehrunesFlagon wrote: »MehrunesFlagon wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
In this game they are resources batteries as you put it.
Not according to the role definition in the Activity Finder they aren't.
According to this game: a healer's job is to: Heal and protect allies, keeping them alive throughout the battle. I see nothing in that description about being a resource battery.
FFS- give it a *** rest already. You know what they call a fanatic? Someone that can’t change their mind and won’t change the subject.
How does posting the in-game definition of a healer make someone a "fanatic"?
lol
What a ridiculous post. You're the one who needs to "give it a res already". You and your cohorts do not get to redefine what the role of healer is just because you want them to serve as your personal resource _____.
I'm going to keep saying it. Healers are also support in this game. If it were up to me you wouldn't be able to enter/stay a dungeon without orbs/shards and ele drain.Would be an auto kick feature.It is what the game requires, thus that is what the description is going to be.
You can say it all you want - but repeating the same thing over and over doesn't make it any more true.
The game defines what a healer's role is. So you aren't arguing with me - you're arguing with the people who made the game.
It is true, though. It becomes pretty obvious if you try dlc content, especially hardmodes.
Btw tanks aren't called "taunters" and their role desciption in group finder doesn't say anything about that, so according to your logic they don't have to use taunts. Or crowd control abilities.
This isn't about my logic. This is about the job of combat roles a defined by the game. My so-called "logic" has nothing to do with this.
The job of a tank is to absorb damage from enemies and prevent allies from being attacked.
Taunts are just a way to do about doing that - as is crowd control. So there is nothing wrong with my "logic". Any if anything - you bringing up the description of tanks does nothing but further damage the argument that tanks and healers are "support" classes. Because no where in the tank description does it say it's their job to buff or be resource batteries either. So thank you for making my point for me.
LadyNalcarya wrote: »MehrunesFlagon wrote: »Tourist_McGee wrote: »As someone who prefers to tank or heal, i've always been guided by this old adage:
If the Tank dies, it's the Healer's fault.
If the Healer dies, it's the Tank's fault.
If the DPS dies, it's their own damned fault.
When i'm healing I consider it my top priority to heal; to keep the tank alive, and then the dps. Being a resource battery for the dps would always be a distant second. That being said, i am new to the game, not yet having a toon that's done anything beyond the early public dungeons, so i've not experienced the part of the game where it's the healers job to be a resource battery.
Same here. A healer's priority should always be to heal and keep their allies alive. That is their primary job.
Support is a secondary function if they choose to adopt it.
Saying that over and over like a broken record does not make your point valid.It is not a choice it's an obligation. Might as well give up. I'm very difficult to convince.
And you saying they are support over and over like a broken record doesn't make it a valid point either.
I have evidence to support what I'm saying - because that's how the game itself defines healers. You probably should give up though.
@Jeremy
Here's your evidence. I turned on skill advisor on my healer and it tells me that I need to use shards and force siphon.
Rustyfish101 wrote: »Rustyfish101 wrote: »@Jeremy give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
You should take your own advice in this regard Rustyfish and you give it a break.
I am discussing the changes to heals - and why doing away with spamming orbs is a good thing for the game.
IF you don't want to argue with me - then don't argue with me.
I've been staying away from commenting on this for the last few days for that exact reason but I'm getting sick of you derailing my thread. I was not trying to start an argument I was politely asking you to stop arguing with everyone. /facepalm
Then put me on ignore and stop arguing with me. Your problem is solved. Because as of now - you are the one starting an argument with me. So you are the cause of your own problem.
Rustyfish101 wrote: »Rustyfish101 wrote: »Rustyfish101 wrote: »@Jeremy give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
You should take your own advice in this regard Rustyfish and you give it a break.
I am discussing the changes to heals - and why doing away with spamming orbs is a good thing for the game.
IF you don't want to argue with me - then don't argue with me.
I've been staying away from commenting on this for the last few days for that exact reason but I'm getting sick of you derailing my thread. I was not trying to start an argument I was politely asking you to stop arguing with everyone. /facepalm
Then put me on ignore and stop arguing with me. Your problem is solved. Because as of now - you are the one starting an argument with me. So you are the cause of your own problem.
I think the mods should probably deal with this tbh, this thread has gotten way too off track @ZOS_GinaBruno @ZOS_JessicaFolsom
Hexquisite wrote: »I have been trying to follow this thread to see what other healers across the game, that I don't know in game, feel about the changes, but it keeps getting derailed by the same 2 people. I have to scroll past pages of these people, and I am sure I might be missing the unique voices to this thread. Please, start your own thread.
LadyNalcarya wrote: »MehrunesFlagon wrote: »Tourist_McGee wrote: »As someone who prefers to tank or heal, i've always been guided by this old adage:
If the Tank dies, it's the Healer's fault.
If the Healer dies, it's the Tank's fault.
If the DPS dies, it's their own damned fault.
When i'm healing I consider it my top priority to heal; to keep the tank alive, and then the dps. Being a resource battery for the dps would always be a distant second. That being said, i am new to the game, not yet having a toon that's done anything beyond the early public dungeons, so i've not experienced the part of the game where it's the healers job to be a resource battery.
Same here. A healer's priority should always be to heal and keep their allies alive. That is their primary job.
Support is a secondary function if they choose to adopt it.
Saying that over and over like a broken record does not make your point valid.It is not a choice it's an obligation. Might as well give up. I'm very difficult to convince.
And you saying they are support over and over like a broken record doesn't make it a valid point either.
I have evidence to support what I'm saying - because that's how the game itself defines healers. You probably should give up though.
@Jeremy
Here's your evidence. I turned on skill advisor on my healer and it tells me that I need to use shards and force siphon.
I use shards too, and would advice other healers to as well.
But that doesn't mean healers are resource batteries and all healers must use orbs/shards/elemental drain or they should be auto kicked.
Rustyfish101 wrote: »Rustyfish101 wrote: »Rustyfish101 wrote: »@Jeremy give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
You should take your own advice in this regard Rustyfish and you give it a break.
I am discussing the changes to heals - and why doing away with spamming orbs is a good thing for the game.
IF you don't want to argue with me - then don't argue with me.
I've been staying away from commenting on this for the last few days for that exact reason but I'm getting sick of you derailing my thread. I was not trying to start an argument I was politely asking you to stop arguing with everyone. /facepalm
Then put me on ignore and stop arguing with me. Your problem is solved. Because as of now - you are the one starting an argument with me. So you are the cause of your own problem.
I think the mods should probably deal with this tbh, this thread has gotten way too off track @ZOS_GinaBruno @ZOS_JessicaFolsom
Hexquisite wrote: »I have been trying to follow this thread to see what other healers across the game, that I don't know in game, feel about the changes, but it keeps getting derailed by the same 2 people. I have to scroll past pages of these people, and I am sure I might be missing the unique voices to this thread. Please, start your own thread.
It only appears that way because everyone and their mother starts chiming in.
My little dispute with Mehrunes would have died long ago if others would simply refrain from getting involved in it. It's not out fault everyone else feels a need to jumpt into it.
MehrunesFlagon wrote: »Rustyfish101 wrote: »Rustyfish101 wrote: »Rustyfish101 wrote: »@Jeremy give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
You should take your own advice in this regard Rustyfish and you give it a break.
I am discussing the changes to heals - and why doing away with spamming orbs is a good thing for the game.
IF you don't want to argue with me - then don't argue with me.
I've been staying away from commenting on this for the last few days for that exact reason but I'm getting sick of you derailing my thread. I was not trying to start an argument I was politely asking you to stop arguing with everyone. /facepalm
Then put me on ignore and stop arguing with me. Your problem is solved. Because as of now - you are the one starting an argument with me. So you are the cause of your own problem.
I think the mods should probably deal with this tbh, this thread has gotten way too off track @ZOS_GinaBruno @ZOS_JessicaFolsom
I said I was done.
booksmcread wrote: »Can someone point me to the thread where we discuss the actual healing changes All I'm seeing here are people trading insults, bickering, and whining. I would much rather discuss solutions and strategies to the current changes to healing abilities and roles as they are on the PTS.
LadyNalcarya wrote: »LadyNalcarya wrote: »MehrunesFlagon wrote: »Tourist_McGee wrote: »As someone who prefers to tank or heal, i've always been guided by this old adage:
If the Tank dies, it's the Healer's fault.
If the Healer dies, it's the Tank's fault.
If the DPS dies, it's their own damned fault.
When i'm healing I consider it my top priority to heal; to keep the tank alive, and then the dps. Being a resource battery for the dps would always be a distant second. That being said, i am new to the game, not yet having a toon that's done anything beyond the early public dungeons, so i've not experienced the part of the game where it's the healers job to be a resource battery.
Same here. A healer's priority should always be to heal and keep their allies alive. That is their primary job.
Support is a secondary function if they choose to adopt it.
Saying that over and over like a broken record does not make your point valid.It is not a choice it's an obligation. Might as well give up. I'm very difficult to convince.
And you saying they are support over and over like a broken record doesn't make it a valid point either.
I have evidence to support what I'm saying - because that's how the game itself defines healers. You probably should give up though.
@Jeremy
Here's your evidence. I turned on skill advisor on my healer and it tells me that I need to use shards and force siphon.
I use shards too, and would advice other healers to as well.
But that doesn't mean healers are resource batteries and all healers must use orbs/shards/elemental drain or they should be auto kicked.
You said that healers just need to heal. Shards do not heal, they restore resources. I wonder why the game suggests that I should use them. Hmm...
But I guess you are trolling at this point so I agree that you should start a thread of your own and stop derailing this one.
Rustyfish101 wrote: »Rustyfish101 wrote: »Rustyfish101 wrote: »@Jeremy give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
You should take your own advice in this regard Rustyfish and you give it a break.
I am discussing the changes to heals - and why doing away with spamming orbs is a good thing for the game.
IF you don't want to argue with me - then don't argue with me.
I've been staying away from commenting on this for the last few days for that exact reason but I'm getting sick of you derailing my thread. I was not trying to start an argument I was politely asking you to stop arguing with everyone. /facepalm
Then put me on ignore and stop arguing with me. Your problem is solved. Because as of now - you are the one starting an argument with me. So you are the cause of your own problem.
I think the mods should probably deal with this tbh, this thread has gotten way too off track @ZOS_GinaBruno @ZOS_JessicaFolsom
I hope the mods do get involved - as they will clearly see you are the one picking a fight with me.
Rustyfish101 wrote: »Rustyfish101 wrote: »Rustyfish101 wrote: »@Jeremy give it a break, this thread isn't meant to be for discussing how to heal, its discussing how these changes aren't good for hardcore/intense endgame healing. You want to argue with everyone about that please make your own thread about it, you're just derailing this one unnecessarily.
You should take your own advice in this regard Rustyfish and you give it a break.
I am discussing the changes to heals - and why doing away with spamming orbs is a good thing for the game.
IF you don't want to argue with me - then don't argue with me.
I've been staying away from commenting on this for the last few days for that exact reason but I'm getting sick of you derailing my thread. I was not trying to start an argument I was politely asking you to stop arguing with everyone. /facepalm
Then put me on ignore and stop arguing with me. Your problem is solved. Because as of now - you are the one starting an argument with me. So you are the cause of your own problem.
I think the mods should probably deal with this tbh, this thread has gotten way too off track @ZOS_GinaBruno @ZOS_JessicaFolsom
I hope the mods do get involved - as they will clearly see you are the one picking a fight with me.
Dude you’re the only one derailing here. The only one.
Healing is a support role. Support involves healing, buffing, and debuffing. If all you’re doing is healing, you are not useful to your group.
These changes remove the buffer time of stacked HoTs so healers can support their group, which is exclusively a bad change.
Your ineffective heals-only, no-buffs, I-don’t-have-to-help-the-group-sustain playstyle is even more affected by these changes because what are you going to do after you’ve cast you one springs and one orb?
Are you going to spam combat prayer instead and drain your magicka for a shorter reach and redundant early buff refreshing?
Are you going to spend the entire duration of the single healing springs trying to stacks up mutagen on your group, which will cost 32k magicka along with taking 12 GCDs?
Are you going to dps for that time?
What content have you healed exactly? Have you healed the vet Crag trials? Have you healed vCR? Have you healed vMoL? If you haven’t, then please do everyone a favor and stop trying to derail this thread trying to talk about a glaringly, objectively bad upheaval to the healing role, especially as it pertains to any off-meta healer class.