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View Full Version : Cura III and Raise IV



Ashay
10-30-2011, 06:23 AM
Looks like we're getting them by Lv.99! You can see Cura III at around :32 seconds into the video, and Raise IV immediately afterward followed by the animation for the person being raised.

I'm pretty sure it's Cura III. Cura was blue, Cura II was purple, so I don't see why Cura III couldn't be green.

Economizer
10-30-2011, 07:07 AM
I'm not purely convinced it is Cura III, although it is possible. The gap between Cura and Cura II was pretty large, and SMN, BLU or even SCH could be getting more cure spells. Still, it would be nice to see it happen just for spell list +1.

All that said, I doubt it will make Afflatus Misery any less useless then it is already. Currently Misery is used for Esuna and for "sure, why not, I'm not healing anyone" situations when meleeing. It hardly buffs melee anymore (ever since the unnecessary Auspice nerf) and the way the damage charge works is terrible enough that if you need to cast and AOE cure, especially a significant amount of damage, Curaga spells are better in all cases unless your merely using the spell to wake people up.

Cura spells are incredibly nice in theory and on paper, but in practice, they tend to be somewhat hard to use and bordering on useless.

I don't think it will be called Raise IV, but I could be wrong. I believe SE had notes in previous Q&A about it being called Arise. Until we see the weakened changes however, a higher tier will just be another gilsink/timer.

Daniel_Hatcher
10-30-2011, 07:10 AM
Cura III so soon after II doesn't make sense.

Kind of knew Raise IV was coming when RDM got tier II and SCH tier III. Will make way for the update so when using Raise IV weakness will wear off in ~2 minutes.

Ashay
10-30-2011, 07:15 AM
It looks like Cura, and it sounds like a cure spell if you listen to it. It just makes sense that it is. These are the final levels for WHM, so one last Cure spell isn't completely ridiculous to expect.

Daniel_Hatcher
10-30-2011, 07:32 AM
They don't need another cure spell.

Cure V and VI are enough, if anything it'd be amnesna, or the charmna they said was coming.

Ashay
10-30-2011, 07:43 AM
They don't need another cure spell.

Cure V and VI are enough, if anything it'd be amnesna, or the charmna they said was coming.

It doesn't look like Amnesna or Charmna. I'd like both those spells, but it simply doesn't look like a na spell. Cura II was a Lv.83 spell. The 16 level gap only proves that it would be time for the final Cura spell to be implemented. Not only is Cura better than Curaga if you use Afflatus Misery, but it's a lot more cost effective. As it stands, a lot of WHMs only use Afflatus Misery for Esuna, so it's not unlikely that they would release another Cura spell to try to make Afflatus Misery worthwhile.

Economizer
10-30-2011, 08:05 AM
Afflatus Misery is underpowered compared to Solace. Part of the problem we have right now, is if you are healing a large amount of damage with an AOE cure, Curaga spells win every time due to the AF3 pants. This makes the Cura line redundant outside of waking up people, currently.


Not only is Cura better than Curaga if you use Afflatus Misery, but it's a lot more cost effective.

Maybe in lowman, but it is hard to beat free, and Curaga is free in the right situations, and will cure a large chunk without the need to take a sizable amount of damage in a single hit or avoiding subsequent small hits that will nerf your cure, or worrying about Misery or any other number of restrictions.

I'm not sure how SE plans on fixing this short of making Misery a charge rather then the last hit on the White Mage, plus making a Cura III that can stand up to Curaga IV at the least. As it stands now, using Solace, subbing Scholar and popping Accession on a Cure IV every minute is a more useful augment to repeated Curaga castings then worrying about Cura when taking large amounts of rapid AoE damage, and if its only occasional AoE damage, a Curaga wins in most cases.


As it stands, a lot of WHMs only use Afflatus Misery for Esuna, so it's not unlikely that they would release another Cura spell to try to make Afflatus Misery worthwhile.

I don't think it will be enough, but I'd like to see them at least try.

Tsukino_Kaji
10-30-2011, 08:15 AM
This makes the Cura line redundant outside of waking up people, currently.Not only that, but it's range is horendous.

Jerbob
10-30-2011, 08:06 PM
If it is Cura III (and to my eye it certainly looks like Cura) then I'm disappointed. The whole foundation of Cura is terrible - if something is dangerous enough to require extra low enmity and reduced MP costs then why on earth do I want to be standing next to the thing? Conversely, if something is weak enough but AoE spammy enough to the extent that Cura is "worth" it, I'm not worrying about MP, casting time or enmity; sure, I can use Cura, but I certainly don't benefit much from it.

Cura isn't a reward for meleeing, or an encouragement, it's just stupid. Esuna too. There are workarounds (sacrifice, swapping stances, running around and wasting time...) but there shouldn't have to be. It would have been nice if SE put developer time or spell allocation slots into more interesting and unique effects.

Also, does "Raise IV" have the same sound effect as Sleep? I really hope that's some sort of placeholder, lol

Daniel_Hatcher
10-30-2011, 08:18 PM
If it is Cura III (and to my eye it certainly looks like Cura) then I'm disappointed. The whole foundation of Cura is terrible - if something is dangerous enough to require extra low enmity and reduced MP costs then why on earth do I want to be standing next to the thing? Conversely, if something is weak enough but AoE spammy enough to the extent that Cura is "worth" it, I'm not worrying about MP, casting time or enmity; sure, I can use Cura, but I certainly don't benefit much from it.

Cura isn't a reward for meleeing, or an encouragement, it's just stupid. Esuna too. There are workarounds (sacrifice, swapping stances, running around and wasting time...) but there shouldn't have to be. It would have been nice if SE put developer time or spell allocation slots into more interesting and unique effects.

Also, does "Raise IV" have the same sound effect as Sleep? I really hope that's some sort of placeholder, lol

I think it's the viewer they used to view them, it's prone to bugs.

Economizer
10-31-2011, 01:45 AM
Cura isn't a reward for meleeing, or an encouragement, it's just stupid.

On that note, if Afflatus Misery is really made to encourage melee (I don't think it strictly is, it is based on some weird wanna be tank mentality of getting hurt, or some wannabe Dark Knight ability of getting hurt) then the best way to augment the Cura/Banish charge would be to make it based on the last damage you dealt (including weapon skills!). This would be a lot more logical, since it would reward something White Mages might want to do (go Clubbin') instead of something White Mages generally don't want to do (get hit).

Of course, this all ignores the Sacrifice/Esuna combo, but honestly, if Esuna is all that Misery is good for, then SE might as well remove Misery and make Esuna work at full power all the time.

Jerbob
10-31-2011, 04:00 AM
Agreed - it'd be nice if SE could really have a shakeup with the stances and have them be an asset rather than an annoyance. There's so much potential to tweek things a little bit without making them overpowered.

Give Solace a real backline feel by fixing things like hMP, regen and self-target AoE (party target please...) and Misery a proper front-line application by giving it things like an incremental boost to self-target haste based on WS damage to go with Auspice or TP bonuses to MP recovery WS. Tie Cura potency into Solace stored healing power (Holy is nice but Cura would be nicer) as well as Misery stored WS damage power, remove Esuna's absurd restrictions (and make it party targettable with Solace)... these things wouldn't be broken but they would be much more fun.

Laxedrane
10-31-2011, 02:03 PM
I personally use to use misery a lot, especially in salvage verse 1k needles boss when I was in the AoE fray. Incredible mp saver. But the only point of the cura was to save mp and we really dont need to anymore. The only time I find myself using misery outside of enhancing auspice is misery is the occasional accidental 1k banish II out of my ass while helping a friend with his light staff in abyssea. Personally I prefer them to wait until the dust settles on reformatting end game then have them adjust for an era that might only last until the next big end game event.