It isn't about RDM replacing WHM, it is about RDM (and SCH) having some usefulness in this game. WHM has a strangle-hold on curing, while being a superior enhancer and a decent enfeebler. RDM is a stronger enfeebler, but is a slow that has 10% more slow on it worth a party spot considering that anything RDM can land enfeebles on a WHM will be able to do so with ease anymore? No one wants to go back to the Pink Mage days, but as it stands RDM is a complete waste of an alliance spot; curing, enfeebling, and enhancing need to be improved to make the job worthwhile again.
We are mad that BRDs and SMNs heal as well as we do...We will look into it
We are mad that RDM and SCH lack a big heal...We will look into it.
Here you go BRDs and SMNs will no longer heal as well as you, and you have a big heal... Healing still sucks fix it SE.
(how is it that people will gripe and gripe and gripe no matter what this company does.)
But ya enhancing and enfeebling need to be adjusted. As I mentioned above (which is the fairest way to implement this. and puts RDM and SCH at the head of the pack in terms of skill based improvements.)
There is no min only max. Or something like that.
As a White Mage that is currently less then two points from capping their Healing Magic skill, some advice.
If your skill is really, really low, go there-forth and PL, someone will thank you for it.
If you feel like power leveling it, go to Abyssea-Attohwa and find the EP skeletons, wear as much PDT gear as possible (Earth Staff, Twilight Torque, and Cheviot Cape should do, but more is better), and equip Atma of the Mounted Champion, Atma of Vicissitude, and Atma of the Minikin Monstrosity. Bonus points if you can sub Red Mage for Phalanx, but this should be unnecessary. Spam cures, the Regen from Atmas should take care of everything.
Finally, aside from nuking undead with cures (which is only a good idea for skilling up btw, and Banish spells are only a good idea for the defense down on undead) skillups go something like this: Status Removal > Healing Damage > Healing No Damage.
The Pink Mage days come back the second you can do the majority of content with a healer that is just barely, with lots of pain and strain, and undoubtedly will cause high burnout rates, just hardly barely good enough to fill the curing position while having superior MP longevity against a White Mage. If people don't want those days to come back then Red Mage must never be close enough to fill the role just barely. It is a very tight balance position.
Honestly, I don't have a lot of information on these changes, but if they make Healing Magic skill useful, I won't mind White Mage's stranglehold on curing being diminished (and I definitely see hints that it is diminished just by my ability to cure more and more situations without even busting out Cure V these days), it has been something I've been asking for a long time. Of course, we could use more information on what they intend, but so far my reaction is mostly positive. I really would hope that Cure V/VI scale in MP efficiency with this change regardless of if their cure amounts change much, but this will be forgivable if we cannot convince SE.
The best of wishes go out to Red Mages, Scholars, and Paladins - the healing arts are our greatest weapon, and soon will come the day of reckoning where undead once again fear 99999 damage cures, everyone can make a massive impact when it comes to stoppering death, and Healing Magic is finally useful!That said, if other jobs really do steal the healing spotlight back again, then I have but one demand... White Mage melee must be allowed to rule supreme - SE will have to restore Auspice to its former glory and increase its duration to scale with Enhancing Magic, and those are just the start.
Cure 3 and Cure 4 have me all hot and bothered as a WHM right now, its going to be sweet to gain mana casting these.I really would hope that Cure V/VI scale in MP efficiency with this change regardless of if their cure amounts change much, but this will be forgivable if we cannot convince SE.
There is no min only max. Or something like that.
Gain mana? If you mean the AF3+2 pants, you can only negate the cost of a spell - it never gives you more then you put in otherwise Cura spells might actually be useful (oh wait, they still wouldn't, Curaga spells).
If this isn't what you meant, can you please clarify? I don't understand what you mean.
yes i look at is as gaining 44MP I can use that elsewhere right away. Makes for very efficient casting. I guess saving MP would have been a better way to state it.
But free heals is mana I can use on other spells (Banishes, Holys etc).
There is no min only max. Or something like that.
This part sounds good. Red Mage, Scholar, and Paladin gain more curing power and White Mage gains even more MP efficiency on lower tier cures.
The Development Bros should keep in mind that people aren't going to wear equipment or use abilities that actually make individuals and groups perform worse rather than better, so I wouldn't count on this part of the change actually changing anything.
Still, nothing is being made to suck more, so I'm happy about that.
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