Tweak it so its potency is also dependent on 75% of the target's Max HP to prevent overcuring, perhaps? My opinion on Cure VI is that it's supposed to be an emergency cure to prevent the target from dying the moment they hit Red HP.
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That wouldn't work. Anything that would be remotely useful outside Abyssea and could still cure more than Cure V would be ludicrously overpowered inside Abyssea. Anything balanced for inside Abyssea would be pathetically weak outside Abyssea.Quote:
Tweak it so its potency is dependent on a high percentage of the target's Max HP, perhaps?
EG: Mnk inside Abyssea with 3600 HP. 2/3 of his HP would be 2400 HP cured; quite potent. Now cure the nin outside Abyssea with 1200 HP for 2/3 of his max HP: 800. Not worth the effort.
Hmmm, good point...
Cure VI is useful in the situations where you need heavy healing abyssea and voidwatch. Abyssea obviously you aren't running out of mp. Voidwatch also allows you to have plenty of mp conservation. Up to 7 tic gear refresh, /sch or /rdm, +2 pants, and 2x Lucid Ether II / Mana Powder (If you have your periapts) that get recharged everytime you proc the nm. Don't get me wrong I want cure VI's mp cost lowered and they could even throw in another bonus such as enhanced cureskin +15%. However Currently Cure VI is a nice addition when you need to do heavy healing.
Yeah, I agree there needs to be an extra perk to using Cure VI to be worth using. I'm almost inclined to say a defense bonus of some sort.
He's being dishonest.
RDM was on the scroll in name only, the game's level wasn't high enough for RDM to actually use the scroll. When RoTZ was released they upped the level cap and removed RDM from the scroll. No RDM has ever actually learned Flash / Cure V / Diaga II. SE didn't "take them away" they prevented us from getting them in the first place.
Being on a scroll and being taken off said scroll is what I call spells being taken away, I don't know why your definition is so different.