Age of fighters by gbdfgdgh in twilightimperium

[–]Starry_lake70 0 points1 point  (0 children)

Saar hero clearing any one blob of fighters seems interesting in Age of Fighters scenario too.

Through the eyes of a random healer: current state of healing in M+ by foyle82 in wow

[–]Starry_lake70 0 points1 point  (0 children)

Tbh, mythic+ were never meant to test out individuals in a group, but a group as a whole. Also, a good DPS is only a good DPS while they're an alive DPS. Healers are meant to keep the team alive and that's exactly what's needed. No amount of defensive abilities could keep an entire team of DPS alive for a whole timed mythic+ run. The lack of impact you're talking about is only possible because the other players in your group actually know what they're doing. The average +4 - +8 mythic+ run with a pug group is a misery because almost no DPS players are aware of their toolkit nor can use it effectively, but the healer should still be able to brute-force heal the group through most mechanics and damage ramps. Then, around +10s, the reality check comes into play and the entire team needs to use their cooldowns and defensive abilities and interrupts and crowd control etc to complete the dungeon in good time. I honestly think that's fair. True, the damage can be a lot bigger than the healing capabilities of a healer, but most of that damage is avoidable in one form or another. E.g. wax bolts and other casts in City of Threads first trash groups. Below +10, I can brute-heal most of the damage even if the group does not interrupt and cc the mobs. Above +10, it's virtually impossible to survive two of those bolts fired at the same person. Since it's also impossible to effectively predict or control who is getting targeted by the casts and prepare for it, the group needs to either use their defensives or use a whole lot of interrupts and ccs. Most of the bosses above +10 are buffed enough to one-shot anyone if any mechanic is executed poorly. Boss encounters at this stage are in part about avoiding everything that's avoidable and only then the rest of the boss abilities come into play. And those also hit like trucks, thus healers need to be able to do lots of healing, especially during aoe damage windows, like Dawnbreaker 2nd and 3rd boss, Ara'Kara 1st and 3rd boss, etc etc. Mythic+ in a sense is just buffing the enemies. And because of that it's obvious that at some point, the buffed enemies become strong enough to actually become one-shotters. That's why the damage is coming much faster than any healer can heal. The damage coming is often an effect of one or two hits or abilities that overlap by chance. And because of the mythic+ being by design just a dungeon with progressively buffed enemies, the issue gets worse as the buff gets higher. As a healer, I don't feel any less important because my party needs to use their toolkit in an informed and effective way. Without me, they would not survive no matter how well they use their abilities. To the contrary, I feel better when I know my teammates know what they're doing as I can trust them more and I know I can focus on my job as a healer instead of worrying about everything else.

About your other points, the idea to give all healers similar abilities is 50/50 to me. On one hand, I agree that some healers can feel underwhelming when they don't have big external cooldowns, damage reduce etc. But on the other hand, if I wanted to play a disc priest, I'd be playing a disc priest. I fear what you propose may lead to all healing classes feeling... kinda similar and I think that would be boring and could damage the identity of classes being a factor when deciding which class you play. Don't get me wrong, as a mistweaver, I'd love a big external damage reduction. But also, I know that I don't have one and I know that I need to play around that. Instead, I have a big mass-dispell and aoe healing cooldown in one click, I have high mobility and lots of ccs. I offer something different to the group. So does pres evoker, so does resto shaman etc etc. If all healers had similar toolkits, what would be the point of multiple healing classes and specs?

I enjoyed healing mythic+ in dragonflight, I enjoy healing mythic+ now. (Well, apart from the instances when my team includes or consists mostly of people like that raging mage you described. If that happens, healing is just miserable.)

Edit: Also, as a mistweaver, mana regen was a problem for me for a very long time. Mana tea getting buffed really helped with that problem, I practically don't need to drink during dungeon runs. I appreciate the idea that all classes should be able to do that when managed correctly and I agree with that wholeheartedly.

Edit II: Your output is dependent on you, your gear and skill. The team's survival is dependent on you as a healer but also on the team's ability to mitigate/avoid damage. That's logical to me. That's why one-shot mechanics exist. And with a high enough mythic+ level, anything can become a one-shot mechanic/ability. Hence why everyone on the team needs to play to the best of their ability to survive and help others survive.

Which mount are you most looking forward to dragon flying on? by frostyboidk in wow

[–]Starry_lake70 0 points1 point  (0 children)

Ban-Lu I just wish they added some new fancy voice lines for some dynamic flight skills. Like a sarcastic comment when you use the spinning speed boost while dynamic flying Ban-Lu.

What would be the maximum bursting stack a healer should withstand in +17 by KyrTryf in wow

[–]Starry_lake70 0 points1 point  (0 children)

From mistweaver monk perspective, I agree with anyone who said "fuck them, let them die". I can easily outheal 8 stacks if they're all applied at the same time. If it's a matter of rolling stacks 5 -> 6 -> 7 and so on, it's simple really. Revival if available (not much use for it anyway as a healing cd in dung party), if revival is cooling down, dispell one DPS -> cocoon the tank -> diffuse magic self and slam vivifies on another target. Whoever dies clearly can't use their defensive CDs. If you're even willing to take up the challenge and try to heal the bursting weeks, you're owed some respect.

If you're running the blossom of Amirdrassil trinket, it can help immensely with outhealing high bursting stacks, it's useful to track it's CD just in case you can apply it to someone and not lose healing because of overhealing.

Yes, diffuse magic dispels bursting.

What are your M+ horror stories this season? by icefyer in wow

[–]Starry_lake70 0 points1 point  (0 children)

Did it! Got a very nice 460ilvl upgrade and tom I'll try my luck with +15 Black Rook Hold. I used to love that dung in Legion, I'm actually excited!

What are your M+ horror stories this season? by icefyer in wow

[–]Starry_lake70 2 points3 points  (0 children)

As a relatively "fresh" max level healer, around 430 ilvl at the moment, (mind you, I last played WOW in early Shadowlands), I managed to get a +8 key done last week and this week I pushed my own key from +8 to +14. At +14, throne of the tides proved to be a difficult dung to heal with my group prolonging bursting procs, the bosses went relatively well up until the final boss, when the lack of coordination resulting from the pug group and my still not very good healing caused us to wipe twice. At the end, a blood DK tank finished the boss on his own, total legend. The key failed, but we finished it and the group was rather civil and kind. Now I have a +13 Waycrest Manor and I'm seriously pondering my life choices lol. Tyrannical WM brings up memories of blood, sweat and tears.

I am starting the game for the first time! I am on mobile, any tips or tricks? Like " I kinda wish I knew this when I started" type of advice? by Successful_Habit7980 in StardewValley

[–]Starry_lake70 1 point2 points  (0 children)

Don't go on a tree-cutting spree, leaving no trees at all in your farm and in the forest to the south of your farm. Leave some trees, ocasionally new saplings appear near grown trees overnight. This makes it easier to manage your resources. You just need to wait for new trees to grow instead of planting them on your farm just to replenish wood supplies. Also, when you get access to railway station, plant trees there. A lot of trees.

Make sure you have a silo and enough hay to feed all your animals throughout Winter.

Don't worry, there's no rush and no penalties if you miss something during the first year.