It really depends. Based on the numbers:
Curaga IV costs 260, if Curaga V costs 360 (100 more) it would cost 324 or so when under Light Arts. Combined with the AF3+2 pants, and 857 HP healed, this would mean an MP return of 42 per person with Curaga V, or 257 with six people. With 50% potency gear, this would be 1285 HP healed, which would be an MP return of 64 per person healed, or 385 MP returned with six people healed. Assuming all these numbers check out, this means that Curaga V would fit the "free cure" that Curaga spells get with AF3+2 pants, although, given the higher tier, it would be harder to get the cure to be free without /SCH (but what good WHM isn't /SCH without a very good reason?).
I hope this spell heals a bit more if you have decent amounts of Mind gear, but I'll have to wait and see. Still, based on the number you gave me of 360 MP (I think back when it was still only in the dats, the numbers we got were 450, which was unreasonable unless it healed much, much more), it still fits the basic expected confines of a Curaga spell, which is a good sign for now. It will be harder to use correctly, but lower enmity generation may make it more useful then Curaga spells have been in the past.
Slight oversight on leaving out the base mp cost thanks for bringing that up.
Curaga V = 380 base mp cost
Likely this is the final aoe cure whm will receive, I am thinking its uses at lvl99 will be nice considering big aoes that higher tier NM's do, also the HP bar maximum will continue to rise but these cures will not get very much stronger considering we are maxing out cure potency etc. already. As far as I know, it is still speculation whether or not hard caps will be lifted at some point.
What's the exact impact of MND on Cure IV? Just curious as the RDM in question has 49/50% CP while the BLU only has 28%. That's a fairly large gap, even with blue magic's tendency to have higher caps than actual Cure spells (Wild Carrot for example is basically an uncapped Cure III isn't it?)
There's a fairly large MND gap there, but I was under the impression that MND didn't have a super-huge impact on cures (it used to way back in 2003 before SE nerfed it). The healing skill from Light Arts also contributes to this, but I maintain that a SCH/RDM will have far better MP endurance - particularly with Accession + Stoneskin/Phalanx.
Now granted that combo isn't quite as potent inside abyssea, but we're more or less done with Abby as far as future content goes. So SCH's 8/tic sublimation, extra stratagems, reduced spell cost etc etc. should keep it in the #2 slot. It's between BLU & RDM then I suppose for the #3 slot, as SMN seems to be losing out in the healing department more & more despite Carbuncle's new BP.
Even outside abyssea curaga IV would be enough, V is simply aoe cure 6 which is already a no no outside. only jobs that will have enough Hp to warrent using it is Galka MNKs, i don't see this useful at all outsides. so unless more abyssea content comes, this will likly not see much use, especialy for that hefty MP cost
If you actually come into a situation where people are missing huge amounts of HP, even if it doesn't make it free, the AF3 pants definitely encourage using it... however situational it is (good luck getting three to five people to be missing huge chunks of health and having them stand still long enough to get the Curaga off). The main thing that will encourage the usage of this spell is probably going to be the enmity change, assuming you can get away with casting Curaga V like it is Cure V.
The main problem we have is that there aren't a lot of people who can test this spell on the test server, especially since there aren't a lot of situations it can be used. For SE, my feedback would be to make sure the spell hardly gives any enmity at all - since I can't exactly test it at this time.
Yeah in line with how caster jobs tend to work, this will simply be the spell you cast now instead of curagaIV. Just like you use curV, curVI, instead of cureIV for various reasons, in the event of needing to cure 4-6 pt members of a massive aoe quickly (incase a 2nd massive aoe follows) whms will now cast curagaV instead of curagaIV. After conserveMP, gear, sj abilities etc. the extra 120mp should not be an issue. Especially because, like its been said, the use of this spell will be generally rare.
Actually, casting Cure VI is a bad idea most of the time. Until SE either knocks 100MP off the cost or actually makes it more potent (it caps out with less potency then Cure V if you pop a brew to test it), it is going to stay this way. Cure IV is essential for any White Mage who isn't trained in the ways of dumping all their MP because they only curebot people in Abyssea.
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