[TERA PC & Console] En Masse is closing, but TERA lives on! We will continue to support TERA PC (NA) and TERA Console until service is transferred. Stay tuned for more information.
[TERA Console] The Grotto of Lost Souls update (v85) is now live! Read the patch notes here: https://bit.ly/TERACon_v85
[TERA PC] The 64-bit update (v97) is now live. Check out all the changes delivered on August 11 here: https://bit.ly/tera64_patchnotes
[TERA PC & CONSOLE] Summerfest Part 2: The Beach Bash is on from August 11 until September 1! Participate in event activities to earn tokens redeemable for costumes, consumables, mounts, and more! Details: https://bit.ly/tera_sf20
Comments
I will say if given the chance to run with a single healer group i would definitely take that since it does make the run faster but i would only do that with people i know or with guildmates.
I think that most of the people who run RMH do so with double healer, and those who don't are probably in statics/guild runs most of the time so the rest of the population doesn't see. I think ever since RMH patch I can only count on one hand the number of solo healers I have seen that continuously LFG on TR, including myself.
This is also I think because of how iffy LFGing can be. Sure, you can inspect people, but "skilled" and "+15 ambush/behe" can only say so much when you invite that person and they turn out to be trap.
For solo heal to work for it's intended purpose, faster runs, everyone has to pull their own weight and not put stress on the healer with deaths to normal mode mechs. This statement mostly applies to mystic since that's what most of my solo heals are with, and the more I have to ress, the less time I have to place motes, which means less motes/despawning motes. Of course, you can easily fix that problem by knowing who is trap and knowing not to invite them again, but I often see faces I don't recognize, so it's kind of hard to know who can pull their weight.
This is what makes solo healing a turn-off for most players I think, and people have trust issues. Since majority of players are used to duo healing, it really dumbs down dungeons. When you revert to a solo healing party, you realize that you can't make as many mistakes, and since duo heal players are used to being able to get away with these mistakes, they normally want to keep it that way.
Another big reason that duo heal is a meta is because even though solo heal runs are faster, the dps/tank gets more PERSONAL dps from duo heal runs. This is why DPS/tanks who are actually good and don't need duo heals still run with both, because having both auras/more hurricane/buffs/energy stars/more mana means bigger numbers for the rest of the party, even if the run takes longer because they are still lacking the 3rd dps. Actually, I'm sure that that's the biggest reason duo heal is still a thing far into any patch.
With all of that said, I stick to solo healing anyway not only because of the "faster runs" but because it's just much more fun not having another person doing a job that only 1 needs to do. Even when I get those LFGs that look promising but turn out to be trap, it is actually fun having to carry the run being the only person up out of 4, and being able to recover the run fully. Sure, running with a priest would make the run less trap because it would be easier to babysit the floormatting dps/tanks, but where is the fun in that? Personally, I don't need any of the drops in RMH anymore and haven't for a while, so I run purely for fun. Fun is not becoming an aura/hurricane bot for a priest, but that's just me.
I guess it is just you. I don't become an aura/hurricane bot for a priest in dual heal parties.
but what I mean by that is that my job is cut in half when I have a priest in my party. The only time that both healers are actually needed is if every person is trap. In my opinion I have no reason to do it otherwise. Sure, you don't literally become an aura/hurricane bot because you CAN heal and cleanse faster than your priest if good enough, but the point is that aura/hurricane is the only things you can offer that actually matter (other than motes) that a priest can't do.
Even then, say you heal/cleanse faster than the priest, it really does not matter as the priest is still doing the same thing as you, just maybe a split second after. The point I'm trying to make is that say you didn't heal or cleanse, the job is still done equally as well if the priest is still healing. This means that even if you do cast that titanic favor or aruns cleanse right before, it honestly borderline useless. I would like my job to matter in a run as well, why else would I play healer? Healing is pretty simple, no need to dumb down your job more than it already is.
As I stated previously I don't see a reason to have 2 healers if 1 is good enough to do the job. It takes the fun out of it for me.
otherwise from back when it actually had its merits, but even then i avoided it
and i think it dumbs all players down.not only the healers themselves but also dps and tanks.
If you choose not to do your job because somebody else can do it, that's on you. What if the priest decides to do the same? Then you are both standing there, nobody is healing, nobody is cleansing and you are both complaining dual heal runs are so boring cause you have nothing to do. I wonder how many of those people who refuse single healer runs have just watched healers stand around and do nothing, expecting somebody else to do it for them. Can you really blame them for not trusting soloheals when that's what they observe?
I alwys do all of my job, regardless of how many other healers are around me. Mostly because I never know what might happen. Maybe the priest is just really really bad. Or has an emergency and goes afk. O maybe s/he dc's or lags badly. I'm not gonna be standing there like an idiot, waiting for the priest to do it when I'm perfectly capable of doing it myself and potentially watching the party wipe.
With the examples you stated, those are all emergencies or instances that are bound to only happen every once in a while, not an every run kind of thing. If it is, then that's a problem in itself. That falls into the "duo for safer runs" category, and not every single run needs that extra safety.
What I'm saying is the reason I solo, and not so much of the issue of solo heals not being trusted, as I have no problem forming my runs.
The point still stands that in a job that only needs 1 healer, having 2 is overkill. My job does not matter as much, and is much more boring if there is more than 1 healer. I'm using the "what if"/example that even IF I DID slow down my heals, it would not make a difference. It's supposed to show that it is pretty useless and not NEEDED.
Sure, I'm still healing and still trying to get those heals in faster than the priest as that's really all you can try to do, but the fact is there is no point if that one healer can indeed do the job. If that person can do it, why is the other healer there?
It makes the content harder and more fun to heal solo, and since RMHM is not a very difficult dungeon, healing it duo is even worse. The few times that I did duo heal RMHM (past the training phase) the difficulty felt more like normal mode or sometimes the level of LKNM. For the "hardest dungeon" excluding HH, I feel like when I run it it shouldn't feel brain dead, as it does with a priest.
That said, I still understand why people do it whether it be someone training (why would you solo in the first place if a heal is training...) or for a safer run, or even for personal DPS.
I just personally don't run it because I don't care about personal DPS, I'm not training, and I know that I can solo and even carry a team to an extent if need-be.
If I'm lagging to a point I can't play well, I won't run or I'll priest and find a mystic since priest is an alt and I can stand duoing with that. At least I still get to debuff and energy stars.
I don't think I'm seeing it.... All I see is "duo heal is boring because I don't need to do all the things but I still do all the things but it's still boring because, even though I do the same as if I were solohealing, I don't actually need to do it". It sounds rather contradictory to me unless your fun doesn't depend on what you are doing but on the degree of need for your actions.
I don't particularly care if there are other healers in the run. I'll still be doing the same things I do when I soloheal. As far as I'm concerned, I'm the only healer and the priest is just a really bad damage dealer.
Solo heal in rmhm is fun for healer, but not so for dps or tank. Take the clip for example, there were so many instances that can be recovered much faster if there were double heal.
Apologies, by safety I thought people meant of the fear of wiping and being unable to clear.
A lot of the posts in this thread seem to be directed that it's not solo healable with a trap party.
I wouldn't really blame the solo healer for the length of the run though.
If you're able to play the mechanics well then there's no need to play from behind.
Any party, even one with a mystic that can't play the mechanics well can expect a long run.
For example, check out this video.
Solo heal looks pretty fast...
Well of course, in a run like that having a duo heal would be for the best if it was purely for clearing in a reasonable time. The thing is, not every single run is like that. If it is, then well yes that party is better off having two healers.
After a while, though, when you have runs that don't go south like that, the reason to duo heal for the sake of clear time is less and less. If all of the players in the dungeon can manage to not die a bunch, recovery isnt a problem, meaning solo heal isn't a problem.
The main thing is that solo heal is dependent on the rest of the party. If you have people who are prone to dying to a lot of things, then yes, duo heal is better suited for them.