I know the list was kinda weird in general because most of it was just brainstormed ideas without any real filter, although I'll contend that none of the concepts are overpowered (the bolded part) and the potentially imbalancing part would be how they are implemented.
For example, the first one listed had a suggestion of how underneath it that was up to a 100% cureskin effect - Cure VI is so inefficient that such an effect would only make the spell's efficiency including cureskin to be close to matching Cure V's efficiency including cureskin - the question becomes if about 1000~1500 more health for a few seconds to absorb a big move is overpowered.
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I didn't want to rank them by usefulness at all since I was just throwing them out but I too would personally favor a Cure VI specific buff to the cureskin that is ideally defensive in nature and wears off when the cureskin gets eaten - something strong enough to make Cure VI worthy of its tier and MP cost while not being something you'd want or need to spam constantly.
Okay so this update is now live (and hopefully we'll actually discuss what this means now that people have no choice but to test it for themselves).
Once again I'll hold onto my thoughts since we only have a few regulars actually posting theirs here until we get more input on the matter, but I only have negative things to say about the way people treat support roles in general if we don't get an active discussion from more people then the handful that have been posting on the implications of this change now that it is actually going live.
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Anyways, for those who are just showing up thinking "WTF my cures have changed" here is the new formula and the power numbers:
Power numbers.
Looks like this just puts even more weight into /SCH for jobs like SMN and BRD if they don't need to cast na spells or haste.
Probably looking at ~200 power from /whm which gives a 400~ cure 4. /SCH should reach closer to 500 power giving a cure 3 for over 300.
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SMN, BRD or BLM subbing SCH can all cap Cure potency, giving a 450 HP cure 3 for 42 MP. That's a decent chunk of HP for very little MP. Great for a little backup healing to take some stress off the WHM, and give you something to do between BPs or Songs. I don't imagine most BLMs ever going for this, but it's an option.
I'd say you'd have to look at all the benefits. Cure IV is a large benefit even if your Cure III suffers as a result, so you'd really want to be sure you are getting enough healing out with just Cure III. You also have to look at other boosts you get, such as Haste, or Fast Cast.
Bard would probably benefit more from having access to Haste and Fast Cast or Haste and Stona then it would from weather spells and arts. Other jobs have more situational decisions to make. Summoner for example will probably find situations where Cure III with Light Arts is more then enough when combined with weather spells to proc their gear, such as Sandstorm for boots for speed or weather spells for AF3+2 gloves to significantly reduce MP costs.
Black Mage has a pretty hard choice between Red Mage and Scholar as well, since both have extreme MP efficiency (people really forget that SCH with Arts and strats can make you as much MP as a Convert can, and Sublimation is as useful as Refresh) which will make it depend more on the situation and what benefits from each job you end up using. Red Mage has some nice benefits with easier spell access (no Arts switching neccisary), some Magic Defense Bonus, Cure IV, and Haste (which ultimately makes it better for a self-sustained Stun recast), but Scholar has its own tools, such as Arts skill boosts, strats, and most of all, weather spells. Black Mage's subjob choices aren't as cut and dry as that of a White Mage's in this regard (where Red Mage is inferior and only even gets a consideration because of Refresh and Convert, which barely equate to Scholar's MP longevity to the point where if one was slightly nerfed in any way then Red Mage wouldn't even be an option due to significant MP inferiority - truly those who call for nerfs of /RDM in regards to White Mage are fools who don't understand the game).
I think the change just makes /SCH more viable for situations when you need its weather spells but you might consider light healing important (and of course makes /SCH even better for skill deficient White Mages while still being the best sub for skill capped White Mages too).
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