Mythryn said:
First off,
Lyte said:
Or what about fights like Arbiter or Summoner where in-combat regen allowed us using 2 geared + 4 undergeared characters to beat both events? We efficiently used substitutions there to beat an event few others have
:brow: Summoner has been beaten into the dirt. Sure, it's a tough event for all but the best geared players, but nowhere near as tough and exclusive it was a year or so ago.
Maybe so, but many people outside of Forsaken haven't.
Even more so, not many people have with the gear we use or the time we have played (4 months). None of our healers breached 4k mana for example and were around 3900.
Secondly, have you sat down and meditated yet? It really doesn't sound like it, because you gain your mana back in about 2 minutes. Chain pulls can, and will, still happen. You can still swap people out of padding/CH chains if you need too. Sure, you can't pad then med in the same fight, big deal, get more mana. (Side note: This really sucks for some of the IP dragon fights, where chains go OOM at around ~50%, but it's doable)
Uh, the definition of chain pulls means we are pulling mobs before the group finishes killing the last mob of the previous pull... so how are chain pulls still happening? They can happen in one cycle from FM to oom, then you med to full, and do it again; I already said this was possible. However, this is about the same exp as unloading massive DPS on a higher level DB, then medding to full, the unloading massive DPS on a higher level DB. The latter strategy requires less skill, yet gives the same benefits as the more challenging chain-pulling strategy. This is why I was pointing it out. Before the patch, chain pulling required more skill but gave more exp. After patch, chain pulling requires more skill but gives a tiny bit better exp.
You can't swap people out of padding/CH chains to med, like you said. Big deal, get more mana? How is that a response? Before patch, we could use skill to kill mobs with less people and worse gear. Now, with skill we are pretty much like any other heal team since all you can do is heal until you are oom then you are done for the fight. An element of skill has simply been taken out of the game. You make it sound like it's good that the game should be focused 100% on what your HP/AC, MANA is, rather than have some influence from skills.
Should I summarize the skill-arguments being made?
For Heal-Teams in Raids..
Before Patch, Skills Required:
- maximizing HP healed per mana
- maximizing mana regeneration by rotating active healers
After Patch, Skills Required:
- maximizing HP healed per mana
- ??? using melee on AE bosses without wasting mana or dying??
Let's make it a game where if you can't beat a mob, it's solely because you don't have the gear requirements for the encounter. (sarcasm)