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Each support set is rather unique in it's play style, all of them are great in capable hands.
Secondaries are less unique, but offer quite a variety of different things via secondaries.
Almost every combo is great in its own right. -
Ah, seems that I've not had much problems with them and their flying or I don't go against them enough (or both). I do remember Ghost Widow and Reichsman being a bit bothersome, but not enough for me to remember snow storm's -fly and wish I had it.
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Quote:I find there being more minions that are bothersome with fly than AVs. The only flying AVs I can think of is Nictus of ITF, Numina/Luminary praetorian, Numina/Sister/Luminary Heroes, Duray (from Silver Mantis). Most of these don't usually use flying away as a tactic, or flying higher above you. Most tend to be fairly straightforward in my experience.You may be able to fly, but can the rest of your team? You may find this especially valuable against flying AVs in the later game. It also means that they don't make it as far when they try to flee.
Because of this, I consider Snow Storm more of a -rech and slow power. I find -rech as more of an added bonus to powers as -rech only really helps after they go through attacks. Slows I consider (mostly) useless. That going against my irritation with anchors, I find it best to not use it most of the time and thus find it silly to have it when I'm not using it. -
Quote:I disagree with delaying, I find the most use out of it in early (pre-hurricane) levels to keep melee away from you.Gale: I agree you could skip or delay to a 'fill' spot like level 30.
Quote:O2: This buff that also heals protects teammates from sleep, stun, and endurance drain.
Quote:Snow Storm: What other -fly power do you have? It also is an AoE interrupt for embalmeds, sky raider engineers, rikti communication officers, and CoT suicide bombers
Quote:Hurricane: When you want a -tohit power of 37.5% per Mids, where else would you find one?
Quote:Thunderclap I agree is optional since you have competing interests in using it and hurricane.
Quote:Tornado: This power is totally underrated. You can use it when the fit hits the shan. It does pretty well in tunnels, debuffing and stunning foes in a corridor of doom. Tornado attaches itself to bosses that resist kb and literally acts like a buzzsaw chewing away with damage ticking away like mad. You can position tornado with hurricane and 'float' freakshow tanks or paragon protectors on top of it, again buzzing away with damage. Would you skip a power that could potentially do 400 pts of damage to a single foe?
Edit: added some to O2 and fixed my quote thing for Gale. -
Well, the endurance stuff of elec blast is (typically per power) low except Short Circuit. As such, I slotted all of my stuff for damage and then short circuit for endurance mod and a bit of damage (3 eff adaptor & 3 eradication).
Elec blast is typically considered as low damage anyhow, why not counter act that. Otherwise while soloing your mobs won't be able to touch you, but it'll take you several minutes per mob to kill them (assuming you can keep your endurance going long enough to actually kill them). -
Depending your play style, the following a "skippable"
Storm Summoning: Gale, O2, Snow Storm, Hurricane, Thunder Clap, and Tornado.
Elec Blast: Short Circuit, Aim, Zapp, Tesla Cage, and Thunderous Blast.
Personal choices of skippable: Snow Storm, Thunder Clap, and Zapp.
Why? I dislike anchoring enemies for Snow Storm, and I dislike PBAoE disorient, but since you'll already be there for Short Circuit, you may consider it more useful. I dislike snipes. -
Quote:I understand your point completely (and agree with it).I have one quibble with that, good sir. Healing is NEVER a form of mitigation. It does not, and cannot, prevent or reduce incoming damage. It is, instead, a form of reactive assistance. It can only be effective AFTER damage has been dealt.
That being said: Hoarfrost, Healing Flames, Earth's Embrace, Reconstruction, Dull Pain, Transfusion, O2 Boost, and Life Drain, for example, are healing mitigation. However, that's only on a very technical sense because they heal and do mitigation.
As said above, I understand your point completely. -
Quote:Depends on who you talk to. In my opinion defense (as a whole) is more important and recharge is important, but it depends on your power sets, play style, and ...well, things come in threes, so there has to be this. Some base accuracy is also probably nice, but it really depends on how well slotted you make some powers.I decided on Cold/Dark since every other defender I see is /Sonic and have a new question. In my build I have been building for +Ranged Defense and +Recharge, from what I can gather those are the two things that will help me the most with this character, is this accurate?
Here's how I would (potentially) build a Cold/Dark Defender:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Cold Domination
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(33)
Level 1: Dark Blast -- Thundr-Dmg/Rchg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5)
Level 2: Gloom -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(7)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
Level 8: Frostwork -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17)
Level 10: Dark Pit -- Stpfy-EndRdx/Stun(A), Stpfy-Acc/EndRdx(11), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(19), Stpfy-Acc/Rchg(37)
Level 12: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def(37), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
Level 14: Hurdle -- Jump-I(A)
Level 16: Tenebrous Tentacles -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 18: Benumb -- Acc-I(A), RechRdx-I(40), RechRdx-I(40)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Mrcl-Rcvry+(21), Mrcl-Heal(25), RgnTis-Regen+(25)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23)
Level 24: Night Fall -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29)
Level 26: Sleet -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(31), LdyGrey-Rchg/EndRdx(31), Achilles-ResDeb%(31)
Level 28: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 32: Heat Loss -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/EndRdx(36)
Level 35: Life Drain -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Nictus-Acc/EndRdx/Rchg(36)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(43)
Level 41: Power Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(50)
Level 47: Force of Nature -- Aegis-ResDam(A), Aegis-ResDam/Rchg(48), Aegis-ResDam/EndRdx/Rchg(48), RechRdx-I(48)
Level 49: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run -
I'd also suggest Dual Pistols, but that has been one of my GR concepts that I've been working on.
Also, anything that gives good chances for positional defense is always good as Arctic Fog only raises positional defense so you'll be able to capitalize on that. -
I agree with the Dark epic ideology. Soul Drain does wonders for dps.
As far as attack chains, my Archery/Sonic Corruptor used the following for most of his leveling up
Sonic Siphon -> Snap Shot -> Aimed Shot -> Snap Shot -> Blazing Arrow -> Snap Shot -> Aimed Shot -> Snap Shot -> repeat.
However, once I got Explosive Arrow with the +rech proc, I tended to try to toss that in there as much as I could.
AoE wise... umm...
Rain of Arrows -> Explosive Arrow -> Fistful of Arrows -> Insert ST chain with explosive for grouped enemies or fistful if they are in a cone when recharged.
For my Archery/Sonic, I hit Liquefy -> Soul Drain -> Rain of Arrows -> Explosive Arrow -> Fistful of Arrows and 3/4s of the mob would be dead or just waiting for another fistful to be dead. However, I've been highly contemplating changing it so I can get my corruptor to softcapped Smash/Lethal defense. 20% defense to smash/lethal or 25% resist and soul drain. Not exactly an easy thing to figure. -
Quote:I'm glad I could help you not completely ditch your original concept.Really impressive numbers there. Thanks for sharing! Man, I may have to make TWO defenders now, lol.
Most builds can be quite effective, it's just keeping in mind what you wanna do and build for that. I was going for a sapping tankfender (after I had the character already 50), so I created this build.
My first version of this, I was going for the same thing, but I was looking to add more recharge, so I ended up sacrificing 10% Smash/Lethal defense and 5% Neg/Energy defense for 10% Recharge. The difference between 31% Smash/Lethal and 41% should be dramatic once finished.
Elec Mastery could be replaced if you'd like more sappage. If you do this, I'd suggest Elec Fences 1 slotted with Acc or Acc/Dmg, maybe Acc/End Mod if you really wanted. Keep Charged Armor's slotting the same as Dark Embrace. Take Power Sink and go with End Mod/Rech and Acc/End Mod/Rech from Efficacy Adaptor. As a result, you energy resist will be higher, regen will be slightly lower (-6%) but you'll have more HP (11.4), and you'll have less neg and no toxic resist. Other than that, your defense numbers is the same and you'll have more sapping. You won't have Oppressive Gloom or a Rez for more hard control and a back up if you die, but if you really wanna sap, you can go that route. -
I like my Dark/Elec Defender; however, I just have a couple others I like a whole lot more than him. Of my 12 50s, he's probably my 3-5th favorite. That being said, I've made a mids build that I really like for him, I've just not sat down and made it quite yet.
Notes on the build:
-41.7% Smash/Lethal/Neg/Energy, 37% Ranged, 34.2% Melee, and 31.4% AoE defenses
-62% Smash/Lethal, 54.8% Neg, 34.3% Psionic, 31.3% Energy, 23.5% Toxic, and 1.6% Fire/Cold resists
-275% Regen, 186% Recovery (~3.48 end/sec with accolades), 2.04 end/sec upkeep with darkest night and every other toggle on, 43.8% Recharge
-Lowest accuracy is 128.4% and the straight up damage is respectable, but the build isn't designed for damage (specifically, but it's not slotted just for to-hit debuff and endurance drain)
-I call this my "Tankfendtrollmind" build
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Eldritch Green v2: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(3), Nictus-Acc/EndRdx/Heal/HP/Regen(5)
Level 1: Charged Bolts -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(3)
Level 4: Lightning Bolt -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42)
Level 6: Ball Lightning -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(40), Posi-Dam%(43)
Level 8: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(9), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 10: Short Circuit -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(33), Efficacy-EndMod(46), Erad-%Dam(46), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 12: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(13), SipInsght-Acc/Rchg(15), SipInsght-ToHitDeb/EndRdx/Rchg(15), SipInsght-Acc/EndRdx/Rchg(17), DefEgo-RecDeb%(34)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(19), Mrcl-Heal(19), RgnTis-Regen+(31)
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23), Aegis-Psi/Status(23), ImpSkn-Status(27), S'fstPrt-ResDam/EndRdx(27)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Howling Twilight -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(29)
Level 28: Darkest Night -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(29), DisWord-ToHitDeb/Rchg/EndRdx(31)
Level 30: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 32: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(34), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(36), SipInsght-Acc/Rchg(36), DefEgo-RecDeb%(36)
Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(37), BldM'dt-Acc/Dmg/EndRdx(37), BldM'dt-Acc(39), BldM'dt-Dmg(40)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), Zephyr-ResKB(39)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
Level 44: Oppressive Gloom -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Stun(45)
Level 47: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 49: Soul Transfer -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run -
Quote:Actually, that was saying that 25% defense without fortitude and 50% or more defense without fortitude. Unless you're going against a lot of defense debuff, fortitude will always be better on the one without softcapped defense. Also, the resist will need it more if it is against defense debuffing enemies, because they won't have the def debuff resistance.A 25% def, 80% resist tank takes half the damage of a 0% def 80% resist tank.
A 60% def tank takes one third of the damage of a 35% def tank.
Given the same difference in def between the two, the defense build benefits more.
Overestimating Fort at 25% to make the math a little easier, you need to have a 40% def or higher on a defense build for a resist/zero def build to benefit more than the def build.
Really, the people who benefit most are mixed builds - def and res. They are getting the most benefit from +def - not enough to waste over cap and not starting from zero where def is weakest. And invul really turns invul with a good fort. -
Quote:In lower levels, I can see that. Mostly because resistance based still has something going for them. SR and a lot of other defense sets seem to be late bloomers, so in the early side of the career I can see that. However, by mid-late career, they should be close if not soft-capped meaning that resistance sets will get better mileage from what it feels to me.I try to put Fortitude on whoever gets the most benefit out of it, so a defense-based melee type is usually my first target.
I mean, a 25% def, 80% resistance tank will even stronger than a severely softcapped (50% or more) tank with fortitude. I mean really, who *needs* 60% or more defense during regular content?
Quote:Also don't forget Nova form Kheldians ... or Kheldians you can entice into going Nova if you give them Fortitude. -
Oh by all means, I prioritize my buffing.
If the tank is having a hard time give him a fortitude, or anyone else catching aggro for that matter. Usually by mob 3 I know who I need to fortitude for defense purposes. However, defense wise, it's typically 2 maybe 3 people of the 8 man team that needs the fortitude, otherwise other mitigation can catch most of it (My Empath is Emp/Psi so Psi Tornado +rech and knockup ftw).
After that, I move to damage ideology. It's most important to keep people on their feet, but because of my mindset of everyone should be self-sufficient, I move to damage, which means the blasters/scrappers are the first to get it and typically are the ones that fall into your category of going "all out".
I'm not going to simply ignore the team needs for my silly ideologies. That'd be a silly ideology within itself! -
I say recharge first. This will allow you to get it on more people and spread the love to more of the team. A reminder, there's three parts to fortitude: Defense, To-Hit Buff, and Damage buff. The more people that have it on your team, the more things will die.
As for final slotting suggestions:
Luck of the Gambler: Def/7.5%
Luck of the Gambler: Def/Rech
Membrane Exposure: Rech/Def/THB HamiO
Membrane Exposure: Rech/Def/THB HamiO
That slotting with lvl 50 LotG and nothing else in your entire build associated to it, you acquire the following: 57.78% Defense buff (71.88% pre-ED), 90.17% Recharge (93.1% pre-ED), and 40% To-hit buff. Actual numbers (with only this slotting and nothing else in your entire build: 30.4 second recharge, 23.7% defense buff, 26.3% THB.
On the scale of importance when slotting: Recharge, Defense, then To-hit buff.
A friendly reminder that I believe that everyone should be self sufficient and thus the damage buff is what I consider to the be the most important buff of the three that it does buff. -
That's what us Defender forumites do.
Either we'll give you great insight or we'll ridicule you and you'll never get an answer. -
Does this mean you wouldn't team with my Storm/Dark Defender named Stormy Darkness? He's probably my best character!
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There's two major flaws with recharge debuffing as a viable tactic.
First: It has a minimum of -75% recharge debuff. That's fairly easy to hit with either Cold Domination (Snow Storm/Sleet/etc.) or Psychic Blast (Psionic Tornado/Psychic Scream/etc.), which means the synergy of those stacked recharge debuffs comes in handly in really only two ways, maintaining the -75% recharge debuff and the purple patch. This slows your enemies (at cap) to a quarter of recharge (if you maintain the 75%), but they can still recharge. Also, on most teaming you'll find your mob dead way before they get a 2nd attack, though that's part of the draw of recharge debuffing.
Second: They still get their first attack with any already charged power. So that means all the enemies will be able to use their ranged attack right as you confront them. After that, it goes down to how many different powers the enemy has. If they have 4 different attack powers, they can use those four on you before having to even worry about their recharge debuff you just tossed on them. This is *the* major flaw of recharge debuffing as a feasible tactic. The enemy starts off with all their powers fully recharged and ready to go, so you have to survive their onslaught before your debuffing takes effect.
So between the numbers of attacks and the enemy having to go through all of them in order to be fully debuffed by your recharge debuffs and the fact that on teams, most mobs typically don't last too long after they get their powers recharged, I find the value of recharge debuffing lessened. Still helpful? Why sure! It's a debuff, but when you have only a couple of powers that can stack on normal mobs before they get capped (Sleet or Psionic Tornado + Snow Storm or Psychic Scream = capped), you might find yourself hitting the cap often. Just as a forewarning before you think Sleet + Psi Tornado + Snow Storm + Psychic Scream = they never recharge, ever. -
Well, I see Dark Servant mostly being a debuff machine than anything else. You *can* slot it for damage (Blood Mandate?), but on my Dark/Elec Tankfendtrollmind (patent pending >.>), I have Dark Servant slotted with 5 Siphon Insight (All but the proc) and Deflated Ego proc. I've got fearsome stare slotted the exact same way. Why the Deflated Ego? To have a proc that has synergy with Electric Blast. This way, not only is Fearsome Stare helping in the Fear and THD, but also has a chance to help my sapping. Since almost everything of Dark Servant is THD, that mean almost everything will have a chance to do the Deflated Ego proc.
However, you being a Dark/DP... I dunno. I see it as four possible slotting ideology.
THD -> I'd say Dark Watcher's possible, unless you want the 2% damage, in which Dampen Spirits is your choice.
Recharge -> Go with Clouded Senses. You can use the neg energy proc to help out the damage, since any attacks or heals will make a proc attempt... assuming the proc doesn't work on any THD power for Dark Servant (Not tested, so I dunno). Clouded senses will also give Dark Servant some accuracy, which will be good for it's heals and attacks. Also, for the same amount of slots, you can get the dmg proc and 1.25% better set bonus recharge. This would be my personally choice for nearly anything but my tankfendtrollmind build.
Damage -> I personally like Blood Mandate for the defense set bonuses; however, to each their own. Overall I don't believe that fluffy does that much damage, so you'd be better off with one of the other ones.
Honestly, my personally suggestion would be 4 slot clouded senses and then go from there. It gets fluffy hitting most everything and still helping fluffy's great THD to become great. Also, that means you can instantly have Dark Servant fully IO'd out by level 33 if you chose to do so (and had the money). Just a few more ideas out of the box. -
This is incorrect, Corruptor and Defender sap numbers are identical (according to mids). This is both in PvE and PvP standpoints. PvP is even worse numbers with short circuit unenhanced doing -11% Endurance. Sapping should probably not be a major component of your PvP strategy, but that'd just be my non-PvP looking at it. And as is stated before, PvP wise, you're probably much better off with your Dark/Dark due to the stacking THD.
Quote:My point of veiw, is if you have no Endurance, my damage doesnt matter anyhow...your going to die reguardless.
In short, your theory is nice, but your practice will probably make you pull your hair out... assuming you don't get Assassin Struck before you can. -
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I'm a fan of joining the team, do my usual Defendery goodness and go "Oh wait... I was supposed to heal? Why didn't you say that specifically?"
It's usually that type of happening that turns "Need Heals" to "Need Support" and that's always a plus, though there's usually 2-4 steps between those. -
It could be one of those people who believe that "Heals" or "Healer" means anything buff/heal/non-debuff related terminology.
I hate those type of people.