MidniteOwl1913 wrote: »I enjoy healing even in normal dungeons. I would like to see the RR nerf rolled back, but I'm still at it.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
MindOfTheSwarm wrote: »MidniteOwl1913 wrote: »I enjoy healing even in normal dungeons. I would like to see the RR nerf rolled back, but I'm still at it.
The issue is that most players can stomp through normal dungeons without a healer or a tank. Also these players will tend to exit the group if there is a dedicated healer due to it ‘being too slow’ and thus end the instance, forcing a players to queue again.
Personally I would have certain combat buffs only available to support skills. Half the issue is that healers are basically heal bots and very little more.
MindOfTheSwarm wrote: »Half the issue is that healers are basically heal bots and very little more.
If anyone is truly bored and feels healing isn't challenging, those of us in endgame PvE welcome you to join us. Healing in endgame is a lot more challenging and fun and you're responsible for a hefty amount of buffs and mechanics. The role is much more complex and you may find yourself healing, tanking, and doing damage in addition to your buff/debuff regimen.
Also, wait until you guys see the newest dungeons coming out. Healers are DEFINITELY going to be useful there.
Ishtarknows wrote: »MindOfTheSwarm wrote: »Half the issue is that healers are basically heal bots and very little more.
Really? Not sure what content you've been playing, but normal dungeons, vet base game and some earlier DLC dungeons require next to no heals so you're either DPSing or buffing in between applying HoTs.
The more recent DLC dungeons can benefit from having a healer, but again aoe HoTs will leave you with lots of time to do damage things. Maybe you need to expand the content you're doing or add some different skills to your bar.
For instance, I heal most dungeons on a DD spec Templar with ritual and breath of life, only changing to healer build on the last boss should I feel the group requires it and we're doing hard mode.
Even in trials healers are buff bots more than heal bots
If anyone is truly bored and feels healing isn't challenging, those of us in endgame PvE welcome you to join us. Healing in endgame is a lot more challenging and fun and you're responsible for a hefty amount of buffs and mechanics. The role is much more complex and you may find yourself healing, tanking, and doing damage in addition to your buff/debuff regimen.
Also, wait until you guys see the newest dungeons coming out. Healers are DEFINITELY going to be useful there.
Ishtarknows wrote: »MindOfTheSwarm wrote: »Half the issue is that healers are basically heal bots and very little more.
Really? Not sure what content you've been playing, but normal dungeons, vet base game and some earlier DLC dungeons require next to no heals so you're either DPSing or buffing in between applying HoTs.
The more recent DLC dungeons can benefit from having a healer, but again aoe HoTs will leave you with lots of time to do damage things. Maybe you need to expand the content you're doing or add some different skills to your bar.
For instance, I heal most dungeons on a DD spec Templar with ritual and breath of life, only changing to healer build on the last boss should I feel the group requires it and we're doing hard mode.
Even in trials healers are buff bots more than heal bots
But we don't want to play like that... What's hard to understand?
MindOfTheSwarm wrote: »MidniteOwl1913 wrote: »I enjoy healing even in normal dungeons. I would like to see the RR nerf rolled back, but I'm still at it.
The issue is that most players can stomp through normal dungeons without a healer or a tank. Also these players will tend to exit the group if there is a dedicated healer due to it ‘being too slow’ and thus end the instance, forcing a players to queue again.
Personally I would have certain combat buffs only available to support skills. Half the issue is that healers are basically heal bots and very little more.
With the ammount of skills we have in ESO it is hard to suggest that healing skill lines are a waste. There are plenty of skill lines.
Anyone who has healed challenging content, especially progression, will not find it boring. It is not as simplistic as it is made to sound above. Granted, healing vAA can be boring but that old dungeon is so easy it is boring in any role.
As a tank, I disagree with the entire statement concerning tanks. Granted, I utilize the ability we have had for years, being able to change builds on the fly. I use a build in an open world that allows me to quest easily but also has me ready to tank a WB when that type of fight presents itself.
Along with heals and some bufs, Im using Dark Conv, Proxy Det and Pulse spam with healer in vet base game dungeons. At least some fun...
Necrotech_Master wrote: »MindOfTheSwarm wrote: »MidniteOwl1913 wrote: »I enjoy healing even in normal dungeons. I would like to see the RR nerf rolled back, but I'm still at it.
The issue is that most players can stomp through normal dungeons without a healer or a tank. Also these players will tend to exit the group if there is a dedicated healer due to it ‘being too slow’ and thus end the instance, forcing a players to queue again.
Personally I would have certain combat buffs only available to support skills. Half the issue is that healers are basically heal bots and very little more.
1 person leaving the group does not end the instance and force players to queue again