Ex-World of Warcraft Addict reacts to "A Crap Guide to Healers – FFXIV" by Jocat



15 Year World of Warcraft Player reacts to FFXIV A Crap Guide to Healers

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Original Video:
A Crap Guide to Healers – FFXIV by Jocat

You guys requested me to watch this video, so here we are.

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23 thoughts on “Ex-World of Warcraft Addict reacts to "A Crap Guide to Healers – FFXIV" by Jocat”

  1. Half of the trash packs at higher level dungeons, I barely heal. Most trash packs go like this: I run ahead anyway cuz they can’t kill me either XD insta-holy and let the stunfest begin. When they can actually move again, I toss a regen on the tank and assize after a few hits. Then spam holy some more. Before you know it, they’re all about 3/4 dead anyway. Then maybe refresh regen or throw my shield on the tank and the tank is fine after that. Sometimes during single target mini boss type mobs, I don’t even bother to heal, even with regen. At our level, we have more than enough mitigation on the tanks to practically ignore healing on half the fights.

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  2. Healers tend to DPS most of the time. In dungeons, it's like 80% of your GCDs. In harder content, you'll heal a lot more during prog, but once you know when the damage happens, what's potentially lethal, when you actually need to heal, and trust DPS not to get hit by things, you can cut most of that healing down and just efficiently use CDs. I've taught a whole bunch of sprout WHMs lately in dungeons that they can holy the trash because it stuns and the tank is already 100% HP, and they don't need to heal if the trash isn't hitting the tank. On the first pulls in most dungeons, the only thing I'll do is drop an oGCD shield while dotting and then Benediction when the tank gets low, so that's 1 GCD.

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  3. In raids, it's pretty normal for me as a WHM to have 1/2 – 2/3rds the DPS of an actual DPS by the end of the fight. If both healers are actively DPSing, this leads to the party essentially having an extra DPS member. White mage also has incredible AoE Burst Damage potential, better than some DPS. I love it.

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  4. @7:13 yes that is a eminity list. On the far left of that list if the green circles become red squares you have aggro. If they become yellow or orange triangles you have some aggro. You can also see who has aggro in the party list (upper part of the screen) underneath the job symbols after the pull.

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  5. As for how much you cast damage spells as a Healer (Scholar), an example:
    In one of the current savage fights, I used:
    – 323 actions in total
    – 214 on the global cooldown (89% damage spells, 10% healing/shielding spells, and 1% resuscitations)
    – 109 off the global cooldown (23% offensive abilities, 44% defensive abilities, and 33% utility actions)

    In total, 66.8% of my actions were used for damage, 22.6% for defence and the rest (10.6%) were used for utility. That's a lot of damage!

    An interesting thing to note is that the Scholar has 33 actions (excluding fairy commands, Limit Break and the potion), only 6 of which are related to damage. During the fight I used as an example, four of these actions were my top 4 most used actions during the entire fight. The entire rest of the actions are for defence and utility.
    During the fight, I spent 66.8% of my time with the 5 damage actions (AoE was not needed) while I spent 33.2% with 24 defence and utility actions.

    This is widely considered one of the biggest flaws of how Healers are designed in this game. Most of our time is used for damage but most of our kit is reserved for defence and utility.
    I literally pressed the same attack spell 122 times. That's 37.8% of all actions and 57% of all Global Cooldowns!

    This ended up a lot longer than I intended. But I hope it helps you understand how little healers actually heal even in the most difficult fights. In lower-end content, you need to do even less in terms of defence and utility.
    I probably sound really negative here but healing is still my favourite role in this game. I absolutely love the power I have and the potential to carry an entire group. I take a bit of boredom during the less healing intense parts of the game into account for that.

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  6. You are somewhat right about the threat table. It's actually a color code system. Green = low to no threat on you, yellow = med threat, and red = you have aggro.

    As for healers in end game raid, it is very typical that your group will have 1 main healer where they are the person that does most of the healing and a backup healer that helps heal during the intense healing phase. The 2nd healer will usually spend a lot more time DPSing than the main healer.

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  7. Uh, hmm, i really love healing in this game (still lvl 65 tho) just because of how much damage you CAN and HAVE to do as a healer.
    uhm, but can you turn the volume a bit more on the video?

    Example for healing in short, say youre in a dungeon, say its a lvl 5 0 dungeon right, you prolly have been in them, im almost certain i can on astronomer use my instant cast with 60 second cooldown on the tank at 30% and then get away with spending 2 / 3rds of my global cooldowns (most of the time unless someone makes mistakes) casting damage. Most of the time i still heal too much, the reg between packs is good! insane even, 50% of health usually easily. and i always have quickcast ress if i need it or quickcast bigheal, (swiftcast is a cooldown every healer has) More tanky melees like a dragoon can also tank for quite a while before they die.^

    Threattable. Yes and additionalyl to that, on your patry frame, the currently selected enemy has bars above your class shields, teh full one is the currently aggroed player

    LB3
    Lb3 is indeed THAT strong, but suffice it to say you dont want to use healer LB 3 unless you absolutely have to. Also everytmie you get rezzed you incur a 1minute or 2 minute stat debuff adn that one is big, i t hink like, 30%? 50%? im not sure, its not insignificant.

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  8. The ingrained notion of having to do nothing to activate the 5 second rule for regen. Paired with not having hit gear at least started the mentality of not damaging as a healer. Isn't the same anymore clearly.

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  9. The paladin is only a tank, they are not also healers, but they do have a single cast that heals a little, but burns through paladin's mana fast … maybe 3 or 4 heals max 2 years ago. (my computer burned, now stuck waiting on good video card since I also do graphic work, I need a workstation level card, a RTX 3090 would fit my needs) anyone have an extra?

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  10. In Wrath of the Lich King I played Druid mained as Bear tank, dps as Kitty, loved switching mid trash pulls and burned through bear dps cd buffs & swap over to kitty and burn my dps buffs and back to bear to repeat and score highest dps out of everyone in a 25 man as a tank … but they got rid of a single talent tree for bear/cat and no more swipe or pounce … pounce was just fun to see cats jumping all over during fights

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  11. To put in perspective, every healer in this game brings more raid DPS than any of the tanks- including the "DPS" tank gunbreaker. On average, most dps jobs bring 20-30k damage. Tanks bring 13-14k damage. And healers can bring as much as 15-17k damage, [the 17k being the very top 1% are able to squeeze out] while dropping the occasional damage spell to heal]. Healer damage is extremely significant in this game, and the combined damage of the tanks and healers in a very good party is worth almost as much as 2 of the DPS players combined. I'm mentioning it because I don't feel a lot of the newer playing coming into the game understand how significant it is for both the tanks and the healers to do damage and no one really describes how significant healer and tank damage is, but always say "Yes it matters". It's the difference between clearing some of the harder encounters in the game and not clearing them! c:

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  12. As someone who plays endgame in both WoW (stopped after CN) and FF14 healers play a lot differently between the two games imo.

    In WoW there is a lot more "whack a mole" as you put it and a lot more healing you have to react to that forces your 3 to 5 healers to focus on keeping people alive. This healing is usually gcd healing (like how PW:S shares the same timer as Smite). At the end of the encounter in wow (unless you are playing hpally or disc) your damage contribution is usually pretty low compared to the tanks and lowest dps.

    In ff14 healing is a bit different because at the optimized end game the goal is to use as little gcds heals as possible. This is able to be done because of two things ff14 does different. 1) there is a lot of power in ogcd healing. These heals are strong and can be weaved between damage spells to not lose damage on the boss, this is balanced by their cool downs. 2) damage in ff14 (for better or worse) is more predictable, that is to say you can have a time line for every mechanic in a fight and the 2 healers can plan cds around damage spikes to maximize not only healer cd usage but also to limit the amount of gcd heals. Healer damage makes up a good portion of overall damage unlike WoW. Healer dps when optimized is usually at the same level of damage as the tank. I believe square prefers the balance of this so that 1 tank and 1 healers combined damage is equal if not more than 1 dps. So in end game content when you have 4 dps, 2 tank, and 2 healers you can easily bring the dps equivalent of 6 dps.

    tl;dr WoW healing is different from ff14 healing due to how damage patterns and the available healing skills interact with eachother.

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  13. About main tanks having to know everything, idk if that was satire or not cause first time here, but in ffxiv I don't feel that's the case. Main tank in ffxiv just really need to know their job and the shift of knowing everything is kind of on healers in this game and to an extent, black mages. Everyone likes tank cause they're big and strong but the biggest PPs belong to the healers.

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