Pres probably bursts higher.
That’s part of what makes dealing damage as a healer good skill expression. Effective use of your cooldowns like healing tide totem, flourish, restoral, etc, allows you to heal more efficiently meaning you have more cooldowns on big pulls to add damage.
My evoker and shaman are both ~ 690 iLvL and they can burst up to 3 million dps on big pulls, usually ending around 1.6-2 mil.
But in those same pulls the dps are bursting to 20 or 30 million. Your 3 million burst saves less than a second on that pull.
I usually end a dungeon like Gambit at over 1m DPS for my over all damage
That’s the entire point of this thread? Bring healer damage closer to par with the rest of the group when healers are able to contribute damage.
You asked what pull or boss this was possible on, the answer is, it’s quite common as general group skill improves.
I’m still wondering what pulls let a healer stop healing for 20 seconds and still have enough mobs to burst that much dps. Maybe in premade groups where dps players look out for themselves, but not in pugs.
Probably most keys below 13 for any preservation evoker?
5> mobs.
Hear people just spam living flame and don’t heal.
Gambit is one. Constantly. I can go large portions of the dungeon just topping people off with the occasional riptide while dpsing.
This is all in the 13-14 range. May change at higher.
Gambit, Floodgate, Priory, some of halls after the changes isn’t bad, and bosses in halls don’t do anything so you have plenty of time to dps.
Izen has done a whole video about this:
https://www.youtube.com/watch?v=1hm2kdrTqok
Because your job isn’t to do DPS. Its to Heal and prevent damage through shields, dispels and cures.
The whole meta of healers pumping damage even in the highest M+ keys, heroic and mythic raids is just terrible.
If they have extra time to dps, then that means monsters need to hit harder and faster so they focus on keeping the group alive through heals rather than having 90% of their time used to also do damage.
Blizzard SHOULD make healer damage negligible. They aren’t supposed to be doing damage, they’re supposed to be healing. Plain and simple.
With the latest Alpha changes, my job is to be AFK when there is no damage. And when there is damage to press three buttons.
Good luck finding healers that enjoy AFK simulator. Im out with midnight.
See ya.
Like i said, if the current tuning has you “afking” for the majority of a dungeon or raid, then obviously they need to tune monster damage to be greater so you are pressured as a healer to actually do what your spec is meant for.
Have you ever played healer once in a key higher then 7?
Yes.
Thats why I said its a tuning issue and I am very optimistic with the Midnight changes Blizzard will make it so there isn’t constant downtime in +7 or higher keys for healers (unless of course they majorly outgear it).
If the content you are tackling matches your gear level or is above your gear level, there should be very minimal time and moments where damage is not an issue for the healer.
Either that or they’re not as good during their healing uptime which gives them lower dps overall too. I know on my rdruid my dps is very low because I’m very bad at rdruid and don’t play it optimally, requiring more GCDs to heal and having less free to dps while on rsham I have much more time to hit chain lightning because I’m not fumbling my healing as much.
It’s a great proxy for healing performance.
Haven’t been bored healing in Fellowship yet.
It’s not a tuning issue. It’s one of skill.
If people doing the highest keys, where others are playing well, avoiding damage, etc have to still press a heal every gcd..
The people in lower keys will no longer exist. Because healing will be impossible.
Better increase all enemies damage in that case, especially mobs. Or are we supposed to have time to deal damage in 0-10s, but not in higher keys? In that case we got to tune 11s to be as current 21s (harder than that to be fair, but I’m feeling geneorus).