Healers Have to do TOO MUCH | Hardest Role in WoW? #worldofwarcraft



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#shorts #dragonflight #worldofwarcraft World of Warcraft (WoW) The War Within and Dragonflight state of healing video. I talk about the difficulty of player a healer in WoW.

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Patch 10.0 World of Warcraft: Dragonflight expansion.

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23 thoughts on “Healers Have to do TOO MUCH | Hardest Role in WoW? #worldofwarcraft”

  1. I think one issue that plagues modern WoW now is that it's still labeled as "healer". Yes, in raid that's what your primarily aim at doing. But in mythic, our priorities aren't only healing and pushing HPS. It's contributing to damage, healing, and mechanics. We really should be relabeled as "support" or something like that because we do so much more than just one thing. I'm not saying what we do is bad or demeaning to be healers, but I feel like if all you do is heal, you're not taking advantage of what the role can do or perform.

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  2. I think it’s too late, the notion healers must contribute 10% dps and handle affixes while playing wack-a-mole is the norm. Super sweaty gameplay that can be rewarding for some but way too much for gen pop.

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  3. Grip #1-Give healers a workable toolkit, that some healers go unplayable for 3/4’s of an xpac is unconscionable Grip #2- I absolutely do not want to dps, it’s one thing dps is a part of the kit like disc priest and fist weaving, but I’m over having to dps an do dps mechanics on top of my own role, it absolutely why I don’t play other mmos because I don’t like their iterations of healers being part time dps. Especially when people can die in a global cooldown.

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  4. What was blizzards thinking when they made 0 keys 10 and so on? Firstly they have killed off half the player base because not everyone enjoys higher keys. I pvp mostly but used to enjoy the odd +8 +9 keys because they were less stressful than 10+ to +30 where all the bangers are? I just can't make any sense out if this.

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  5. Decided to take a break from maining my rsham this season as i already did all these dungeons at 20+ in previous seasons. Much more enjoyable on a DPS, and i definitely do all i can to help the healers during the rough parts of the dungeon.

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  6. I think it's the hardest role if you pug high keys. Dps take so much avoidable damage, refuse to help with affixes, they don't swap targets on bolstering week, it's a miracle if they use their kick more than 10 times per key, along with so many other things. Every time I swap to dps I feel so much more relaxed because there is way less to do.

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  7. Honestly healing is where I feel most comfortable. DPS is easier, sure, but I don't feel like I want breaks after healing keys. Certain affix weeks do make me feel differently about that though. Afflicted makes me miss explosive and I'm not exaggerating.

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  8. Tank and Healer specs (and potentially some DPS specs) should be transformed into SUPPORT specs. These specs would focus on tanking and utility roles such as mitigating damage, sustaining the group, buffing allies, debuffing enemies, and providing AOE heals. Their primary resource spending would revolve around these aspects.

    Core Mechanics

    1. Resource Management:
    • Support specs would use their resources mainly for group-wide mitigation, healing, and utility.
    • DPS specs would have self-sustaining and self-healing abilities, either with a resource cost or as cooldowns, but they would lose their group-wide effects.

    2. Support Role Dynamics:
    • Two properly played Supports could help sustain a 5 man group while keep themselves alive while tanking, utilizing group-wide effects at the cost of overall damage output.
    • DPS taking avoidable damage would need to use cooldowns or self-healing abilities, reducing their overall damage if they spend resources on self-preservation.

    3. Reward Mechanism:
    • DPS spending time on self-healing should be rewarded with extra damage effects on their builder abilities, making it beneficial but not worth taking damage intentionally.
    • Support healing or mitigation actions would reward the Support with extra damage on their builder abilities, making it advantageous to use their utility.

    4. Resource and Effect Generation:
    • All dispels, silences, and taunts should generate class resources or trigger effects chosen within the class tree.

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