the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »There's no healer needed in 4 man content.
Healer in dungeons = dps loss
Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.
If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.
That said, lots of groups can't survive without a healer.
Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.
You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).
Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.
There's no healer needed in 4 man content.
Healer in dungeons = dps loss
the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »There's no healer needed in 4 man content.
Healer in dungeons = dps loss
Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.
If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.
That said, lots of groups can't survive without a healer.
Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.
You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).
Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.
This only applies to groups that have the damage and skill level to avoid and mitigate incoming damage to pull it off. The reality is that is not the normal random GF group so it is irrelevant in a conversation that stems from a GF group as this thread seems to be.
the1andonlyskwex wrote: »That said, lots of groups can't survive without a healer.
the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »There's no healer needed in 4 man content.
Healer in dungeons = dps loss
Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.
If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.
That said, lots of groups can't survive without a healer.
Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.
You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).
Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.
By that argument why do you need a tank? Why not 4 dps? If your argument is you don't need support roles cause DPS ROOLS WE DON'T NEED YOU HEALERS. Then surely you don't need a tank.
Tanks are different because somebody needs to corral the enemies into the DDs AoE (and keep them there).
I already mentioned that lots of groups can't survive without a healer. That doesn't change the fact that groups that can survive are better off with another DD.
This is a fundamental flaw in ESO's encounter design. Too much of the damage people take consists of one-shots that can't be healed anyway, and the rest can pretty much be covered by a little tank off-healing and damage abilities that self-heal. It turns healers into mindless buff-bots most of the time (because actual healing isn't necessary), and in content with fewer players it just makes them expendable (because you're better off just bringing more DD).
This is a major point of frustration for me because I actually like healing. Fortunately, most people aren't very good and PuGs almost always need healers in order to complete vet dungeons.
the1andonlyskwex wrote: »It's usually awful in PuG dungeons because nobody stands in it anyway. Similarly, Combat Prayer usually takes at least 2 casts to hit the DPS, so it's not great either.
For PuG healing, the essential skills (IMO) are basically Radiating Regeneration, your class burst heal, and at least one other AoE heal that depends on your class. I often also run one of the Blood Alter morphs or Orbs, but it's pretty common for them to be covered by someone else. Orbs, in particular, is annoying because so many people in PuGs just ignore synergies.
This applies to both normal and vet dungeons, in my experience.
Also, I hate when people request specific heals. You do your job and I'll do mine. If you need something specific for your build to work, you probably shouldn't be PuGing.
the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »There's no healer needed in 4 man content.
Healer in dungeons = dps loss
Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.
If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.
That said, lots of groups can't survive without a healer.
Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.
You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).
Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.
FrancisCrawford wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »There's no healer needed in 4 man content.
Healer in dungeons = dps loss
Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.
If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.
That said, lots of groups can't survive without a healer.
Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.
You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).
Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.
A problem with these calculations is that you can buff the damage dealers AND do damage yourself. When I'm only doing 10-15% of group DPS, it's generally because our DDs are awesome (at least when compared to me), and stuff is dying so fast it really doesn't matter what I do. Sometimes I do 40-65% of DPS, in which case it's probably a good thing that I was healing as well as DPSing (but my buffs perhaps weren't that useful).
If I'm doing 20-30% of DPS plus lots of buffing the group was probably at least as well off with me as they would have been with a third DD.
I also miss the "no but I use Illustrious Healing" option.Grandchamp1989 wrote: »I use Illustrious Healing.
It's great, procs master resto staff for group sustain and/or winter's respite if that's your thing.
Keeping it up keeps good major courage uptime for Olorime and SPC too.
the1andonlyskwex wrote: »It's usually awful in PuG dungeons because nobody stands in it anyway. Similarly, Combat Prayer usually takes at least 2 casts to hit the DPS, so it's not great either.
For PuG healing, the essential skills (IMO) are basically Radiating Regeneration, your class burst heal, and at least one other AoE heal that depends on your class. I often also run one of the Blood Alter morphs or Orbs, but it's pretty common for them to be covered by someone else. Orbs, in particular, is annoying because so many people in PuGs just ignore synergies.
This applies to both normal and vet dungeons, in my experience.
Also, I hate when people request specific heals. You do your job and I'll do mine. If you need something specific for your build to work, you probably shouldn't be PuGing.
Grianasteri wrote: »the1andonlyskwex wrote: »It's usually awful in PuG dungeons because nobody stands in it anyway. Similarly, Combat Prayer usually takes at least 2 casts to hit the DPS, so it's not great either.
For PuG healing, the essential skills (IMO) are basically Radiating Regeneration, your class burst heal, and at least one other AoE heal that depends on your class. I often also run one of the Blood Alter morphs or Orbs, but it's pretty common for them to be covered by someone else. Orbs, in particular, is annoying because so many people in PuGs just ignore synergies.
This applies to both normal and vet dungeons, in my experience.
Also, I hate when people request specific heals. You do your job and I'll do mine. If you need something specific for your build to work, you probably shouldn't be PuGing.
How are you missing with Combat prayer? Its instantaneous... a burst heal and buff... Im not criticising just wonder out loud.
the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »There's no healer needed in 4 man content.
Healer in dungeons = dps loss
Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.
If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.
That said, lots of groups can't survive without a healer.
Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.
You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).
Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.
By that argument why do you need a tank? Why not 4 dps? If your argument is you don't need support roles cause DPS ROOLS WE DON'T NEED YOU HEALERS. Then surely you don't need a tank.
Tanks are different because somebody needs to corral the enemies into the DDs AoE (and keep them there).
I already mentioned that lots of groups can't survive without a healer. That doesn't change the fact that groups that can survive are better off with another DD.
This is a fundamental flaw in ESO's encounter design. Too much of the damage people take consists of one-shots that can't be healed anyway, and the rest can pretty much be covered by a little tank off-healing and damage abilities that self-heal. It turns healers into mindless buff-bots most of the time (because actual healing isn't necessary), and in content with fewer players it just makes them expendable (because you're better off just bringing more DD).
This is a major point of frustration for me because I actually like healing. Fortunately, most people aren't very good and PuGs almost always need healers in order to complete vet dungeons.
ZaroktheImmortal wrote: »So? Why not have a dps taunt them or you know have all the dps stand in one spot? [snip] If healers aren't then you aren'tthe1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »There's no healer needed in 4 man content.
Healer in dungeons = dps loss
Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.
If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.
That said, lots of groups can't survive without a healer.
Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.
You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).
Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.
By that argument why do you need a tank? Why not 4 dps? If your argument is you don't need support roles cause DPS ROOLS WE DON'T NEED YOU HEALERS. Then surely you don't need a tank.
Tanks are different because somebody needs to corral the enemies into the DDs AoE (and keep them there).
I already mentioned that lots of groups can't survive without a healer. That doesn't change the fact that groups that can survive are better off with another DD.
This is a fundamental flaw in ESO's encounter design. Too much of the damage people take consists of one-shots that can't be healed anyway, and the rest can pretty much be covered by a little tank off-healing and damage abilities that self-heal. It turns healers into mindless buff-bots most of the time (because actual healing isn't necessary), and in content with fewer players it just makes them expendable (because you're better off just bringing more DD).
This is a major point of frustration for me because I actually like healing. Fortunately, most people aren't very good and PuGs almost always need healers in order to complete vet dungeons.
the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »There's no healer needed in 4 man content.
Healer in dungeons = dps loss
Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.
If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.
That said, lots of groups can't survive without a healer.
Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.
You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).
Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.
By that argument why do you need a tank? Why not 4 dps? If your argument is you don't need support roles cause DPS ROOLS WE DON'T NEED YOU HEALERS. Then surely you don't need a tank.
Tanks are different because somebody needs to corral the enemies into the DDs AoE (and keep them there).
I already mentioned that lots of groups can't survive without a healer. That doesn't change the fact that groups that can survive are better off with another DD.
This is a fundamental flaw in ESO's encounter design. Too much of the damage people take consists of one-shots that can't be healed anyway, and the rest can pretty much be covered by a little tank off-healing and damage abilities that self-heal. It turns healers into mindless buff-bots most of the time (because actual healing isn't necessary), and in content with fewer players it just makes them expendable (because you're better off just bringing more DD).
This is a major point of frustration for me because I actually like healing. Fortunately, most people aren't very good and PuGs almost always need healers in order to complete vet dungeons.
So? Why not have a dps taunt them or you know have all the dps stand in one spot? [snip] If healers aren't then you aren't
Wow.
1) A taunt isn't enough on it's own. A DPS with a taunt will need to dodge a lot of stuff that a proper tank will be able to block. The dodging kites enemies out of AoE (or kites the group into AoE) and completely ruins DPS. The same thing applies to DPS stacking. You need a real tank because the person with boss aggro also has to control where the boss is standing and facing, which requires them to survive hits that a DPS couldn't. Healing isn't really the same way because one-shot mechanics and self-healing are so prevalent.
2) I play healer far more than I play any other role. I also prefer healer over the other roles by a large margin. I don't like feeling useless, but that's what tends to happen in really good groups. I also don't like being a buff bot, and the math doesn't really support it anyway in 4-man content.
ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »the1andonlyskwex wrote: »ZaroktheImmortal wrote: »There's no healer needed in 4 man content.
Healer in dungeons = dps loss
Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.
If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.
That said, lots of groups can't survive without a healer.
Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.
You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).
Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.
By that argument why do you need a tank? Why not 4 dps? If your argument is you don't need support roles cause DPS ROOLS WE DON'T NEED YOU HEALERS. Then surely you don't need a tank.
Tanks are different because somebody needs to corral the enemies into the DDs AoE (and keep them there).
I already mentioned that lots of groups can't survive without a healer. That doesn't change the fact that groups that can survive are better off with another DD.
This is a fundamental flaw in ESO's encounter design. Too much of the damage people take consists of one-shots that can't be healed anyway, and the rest can pretty much be covered by a little tank off-healing and damage abilities that self-heal. It turns healers into mindless buff-bots most of the time (because actual healing isn't necessary), and in content with fewer players it just makes them expendable (because you're better off just bringing more DD).
This is a major point of frustration for me because I actually like healing. Fortunately, most people aren't very good and PuGs almost always need healers in order to complete vet dungeons.
So? Why not have a dps taunt them or you know have all the dps stand in one spot? [snip] If healers aren't then you aren't
Wow.
1) A taunt isn't enough on it's own. A DPS with a taunt will need to dodge a lot of stuff that a proper tank will be able to block. The dodging kites enemies out of AoE (or kites the group into AoE) and completely ruins DPS. The same thing applies to DPS stacking. You need a real tank because the person with boss aggro also has to control where the boss is standing and facing, which requires them to survive hits that a DPS couldn't. Healing isn't really the same way because one-shot mechanics and self-healing are so prevalent.
2) I play healer far more than I play any other role. I also prefer healer over the other roles by a large margin. I don't like feeling useless, but that's what tends to happen in really good groups. I also don't like being a buff bot, and the math doesn't really support it anyway in 4-man content.
1. Oh wait I thought DPS was enough that damage and what not didn't matter? And why does the boss have to be facing a certain way?[snip]
I'm just curious bc I did a vet run and the healer said they don't have it.
They were over CP300 and only used combat prayer after a request.
Is this a new way of healing now?
big lol to those that think 3 or 4 dps runs are faster. with a good healer and tank, dps gets more than doubled.
if tank keeps boss in place, you can dps your heart out and fights turn into a dummy parse (most of the time)
if boss is in place, group can stack, meaning you will get tons of buffs.
the times i did 4dd runs, usually boss ends up running around like an idiot chasing one player and killing it, moving out of all aoe placed, resulting in what? 120k group dps? xD as opposed to the almost 150k-200k we're hitting on (most) stationary fights. 4 dd runs? no thank you. support roles WAY underrated.
ZaroktheImmortal wrote: »Point is either you have enough health and self heals to keep up with damage or you don't. If you need a tank to face enemies around then you clearly don't. You can't argue you need a tank but no healer to avoid damage because you can take the damage which you can't.
This, and then you come to the last boss you can go more healer because its more damage incoming. This depend on fight and group.There's no healer needed in 4 man content.
Healer in dungeons = dps loss
Perhaps so, but when you run likes of Mk/Zens and essentially DD cp and a resto purely for combat prayer it’s kinda a nice middle ground with a tiny bit of healing and sustain to fall back on. Could even get away with running MA on it for Major Slayer with your warhorn so your two actual DDs can essentially not worry about themselves, not worry about sustain, nor have to run any sort of buff sets themselves. Essentially a buff DD with a resto but it’s nice for healers to have that option. Not that dungeons need them, but it’s better than someone standing there purely using breath of life and contributing absolutely nothing to the damage. Pure healers aren’t really needed anywhere nowadays.
the1andonlyskwex wrote: »ZaroktheImmortal wrote: »Point is either you have enough health and self heals to keep up with damage or you don't. If you need a tank to face enemies around then you clearly don't. You can't argue you need a tank but no healer to avoid damage because you can take the damage which you can't.
If the tank is helping the group avoid damage, a healer become less important because the group is no longer taking that damage.
You could make a similar argument for running with a healer and 3 DD (i.e. if your healer is good enough you don't need a tank to help mitigate damage), but the healer can't do anything about one-shots and can't do anything to hold the boss in AoE, which has a much larger effect on DPS than any unique buffs a healer might provide.
I don't see anybody in this thread arguing for 4 DD runs, or 3+ support runs. Optimization doesn't always lead to extreme solutions.