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Dungeon Healing

Wolfpaw
Wolfpaw
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I have ran into some great pug groups, but plenty bad ones too, and those love to blame the healer.
Edited by Wolfpaw on May 22, 2019 2:49AM
  • wookiefriseur
    wookiefriseur
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    Nice list.

    As a healer and tank I can agree with most of these points.
    Wolfpaw wrote: »
    3. Focus Fire the tank target!

    I haven't seen the higher dungeons yet (40+), but that's how we lowies usually roll:

    As tank I try to concentrate most of the time on the heavy enemies that hit hard and take some time to drop, while interrupting / stunning casters when possible.

    While me and the heavies get to know each other I love to see the DPS to go for the healers, mages, archers if they enter combat (mostly in that order). If they'd hit my targets first it all would take a bit longer and the strain on the healer would be higher.

    I found damage dealers (melee and ranged alike) to be very efficient at killing their own 2-3 "weak" mobs in no time, while staying in proximity. With many healing skills being AoE the shared incoming damage can be healed more efficiently (depending on healskills) than damage peaks on the tank alone.


    So focussing is good, but the tank target may not always be the right one. Furthermore there are boss adds that have to be taken care of by damage dealers while the tank has to concentrate solely on the boss.
  • Asava
    Asava
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    I stopped after #4 was wrong. Blood altar puts a red ring on the ground that heals players. It's been hell trying to get people to keep the agro in the circle if they want to be healed. Though everyone scatters when you're trying to drop some AoE heals is another level of frustration. After a couple of warnings I just let people die that run out of the cone/aoe heal radius. It's always the DPS that does it while I'm trying to focus heal the tank to keep him/her on their feet.
    Edited by Asava on April 15, 2014 5:59AM
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