

+ PD as double-stunner, but that eats a backrow slot, so already you lose 1 of VES or JES. + SHB as goon, HWM as goon, CRU as dual-healer, oh hey, all 3 can dance.Īdd any 4th dual-healer like ARB, and this looks like a big-damage dancing team, with 3 goons doing a whirlwind. + ARB and OCC to heal, HOU and OCC to stun, HOU howls, add another stunner like ABM.Ī perfectly good stun team, and it still covers both healing roles. That opens up many new team combos that don't blindly use VES-JES. Generally, at L4-L5, the secondary healer classes (HOU in stress, CRU and ARB/MUS in both) get strong enough with their minor heals that you could rely on 2 of them to cover each healing role.

Other solutions also exist, and they're worth exactly your success rate with them Healing it with a stress-healer is a bit of a sledgehammer, but it works. The point is that you should always think about how every team of 4 will answer stress. It demands some expertise, good trinkets, an "ideal" build, and a bit of daredevil adventurism.

That last bit is obviously brittle if anything goes wrong (so 1 time in 100 fights), but can be a hoot to play when everything works right. alpha-stun everybody with a fast stun team, take 0 stress in the first place 元-L5 Crusader, or Houndmaster, or Arbalest/Musketeer who stress-heals? (it doesn't have to be Jester, other classes can cover it) who heals? (it does not have to be Vestal, you can fill this role with other classes) There are 2 kinds of damage, hence 2 kinds of healers.īoth are important enough to be bullet items on your weekly checklist:
