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Except no chocobo in duties.
I've seen healer or two in most class quests. I haven't seen class quest where you can't survive because there's no healer though. Some of them just require correct strategy (lv20 arcanist quest, lv30 lancer quest, lv45 black mage are the best examples I've seen so far) and if you don't do them properly you will fail.
It seems it's set up this way.
That said some of the instances actually have to really be paid attention to, like 'listen' (read) what the npcs tell you. It's not always about just going in and killing a bunch of enemy mobs and winning like it can be in a lot of F2P mmo's. Here there may be certain steps one needs to make in order to be victorious.
Some have certain strategies like drawing the enemy npc's away from the npc healer so the npc healer can help heal you and not 'die' or standing within a protection buff circle that an npc caster creates so kill the enemy mobs instead of running around or making sure you take out certain classes of the enemy such at the enemy healers so they can't heal their ally.
There is info on a lot of instances via a web search that if all fails you can find about any given instance that is like a walk through so if one proves very difficult you can read up on what to do.
And if there is really tough enemy then switching to adds as they spawn always. Prioritizing certain classes like archers and then going after potential healer I've found to work very well.
Potential spoiler for BLM (at least up to lv50)
Sleep -> nuke few of the enemies-> repeat :D
The level 70 monk quest is crazy* and nearly drove me to drink, but I did have one hilarious realization during it.
Erik, the scholar who spends the entirety of the 30-50 level range treating you and Widargelt like drooling morons? He was healing for 2k. When I had 28k max health. Looks like someone's Mind isn't as sharp as they thought...
* Spoilers: For starters, there's a named enemy that opens the fight by knocking 3/4 of your health off. Which I am convinced is percentile damage, because it knocked off 3/4 when I was in Fists of Fire and 3/4 on my second attempt when I was in Fists of Earth. Also, it's a charge with a range as long as the arena. No way to out range it.
There are also the generic assortment of archers, lancers, gladiators, thaumaturges and conjurers. With a second wave as adds. And waves of fragile but hard hitting mecha-mantises. There were so many mobs that the aggro list couldn't list all of them after I killed half of them.
There's also the risk of circles of fire that have a pretty heavy bleed if you're inside of them.
And then there's the spider tank. You know the one from the Wall, with Extreme Caution?
Yeah, that one. It still has Extreme Caution. Though thankfully with a shorter duration than the dungeon's version.
Oh, and it has a self destruct timer that requires focused fire from you and all your NPC allies,
so you need to kill it last.
It took me three tries to clear it and I am not ashamed to admit it. It's brutal.
Thank YoshiP for Echo bonuses... Though a big part of it was that I intentionally went in blind.
I also had a really hard time with the level 30 arcanist quest because my heals were terrible. The ally you're with creates a stationary field that reduces damage taken.
But then runs out of it and aggros all the enemies, while never healing herself.
But as others have said, don't rely on your allies. They're there for flavor, not to really help. Though do let them hold onto mobs until you're ready to kill them. Don't bite off more than you can chew, do what you can to mitigate damage taken and, if all else fails, keep trying until you can brute force it.