Healing and tank specs should have 'pet's

I don’t now about you, but when I am given a tutorial for a playstyle that I am then not required to use until the end of the gamer, I get frustrated twice. first because i feel like the tutorial wasted my time, then again when I realise i need that skill and I totally forgot how to do it.

our playstyle should be viable from beginning to end, so those specs who are required to have a ‘healing’ playstyle, should really have that healing playstyle throughout the game.

I’d be pretty annoyed if I got to endgame and then had to completely relearn my class. That’s why I play WW monk.

1 Like

Then maybe it should be related to using it.
Like; you queue up for a dungeon as a healer: you do a little scenario first. And then you know more about how to play your role. Of course there should be the option to skip it. Or to repeat it, maybe even at higher difficulties.

It’s more or less just a flavor though, all the real healing is done by the player(unlike pet damage on hunters)

how about this…
something like 4 energy tanks, that you heal, it fills up with holy light, as you get hit, the energy tanks deplete randomly, when one is full, you can unleash it’s energy in a powerful attack.

it works like healing, it isn’t AI controlled, it doesn’t leave you doing pet management, how does that sound?

just kinda seems like charging holy power to use Light of Dawn

I think the important part that a healer needs to learn is how to deal with line of sight and staying out of fire, and targetting.
I think that the levelling process should include these things as a general rule.

edit: also running TOWARDS the tank when aggro’ed

it might help to display a 40yd ring around the healer when in low level parties,
there you would know if you were in range for heals or the dps will know if theyre too far out

1 Like

I’d be willing to wager that a lot of new players don’t realise that the Proving grounds scenarios even exist. In essence the proving grounds scenario is exactly what you’re referring to

They were publicised for a while (during MOP IIRC) and personally I found them quite fun, but having just levelled a new character I’m fairly sure they were never mentioned by any NPC or quest giver.

Yeah, but those are boring. I’m talking actual ‘little scenario with context and a bit of story with npcs’. A mini dungeon ala the final part of the new starting area.
Where you learn various aspects of being a ‘tank’ or ‘healer’.

That remember me a tread i made before

Switch spec. That’s basically what you should do. Classes have not longer been tied to a specific spec. You share most gear so the only issue would be a weapon. usually you get a few weapons while levelling. You could even consider heirlooms.

Just increase their damage solo by 50%and more healers and tanks will play (outside instanced pvp)

I don’t disagree that it’s certainly something that could be expanded on to make it more useful and appealing. Personally I quite enjoyed the proving grounds though, and I thought it was worth a mention as there are probably a lot of folks outh there who are new to the game that have no idea it exists.

1 Like

But that will teach these roles to do pet management, which is what hunters and warlocks are all about. Not really teach them to tank and heal. You only learn how to play these roles at endgame.

1 Like

so your plan for making healers better at healing is for them to switch spec? ok.

So what will happen when these tanks and healers are in a group?

Aren’t they going to focus on keeping this extension of themself alive before others?

it disappears while in a group. ?

Hmm… ok might work but I’m not convinced. It’s still very different game play.

It’s what survival should have been. Probably would have been real hard to balance with other classes but they missed the boat there.

2 Likes

Imagine you’re playing a class and half of your skills disappear while you’re in a group.