They should make Cures for WHM do alot of damage on undead enemys better then Blackmages.
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They should make Cures for WHM do alot of damage on undead enemys better then Blackmages.
Doesn't it already do a lot of damage to the undead?
I think it does half the damage of what it would cure... not really worth curing undead to death unless you need skillups lol.
Better yet, make Raise insta-kill undead like many other FF game ^^.
or Banish in D&D games were it would kill every undead mob in the area.
The damage undeads take from cure spells is really low. It's something like half a normal cure, and then it can still be affected by magic defence bonuses, and possibly resists. Not sure about resists. Regardless, even with full damage from a cure, it would be ridiculously poor damage per MP. Cure 6 would struggle to break 2k damage, and costs like over 200 MP.
What I'd rather see is a few more banish spells (and holy 2!), and for them to actually be comparable to the various black magic tiers when cast on undeads (and maybe demons, not sure about that). Even given those boosts, WHM would still be miles away from the nuking power of a BLM. BLMs have more spells of high tiers, so they don't have to wait for recast timers as much as a WHM would. Also, they would be able to deal this sort of damage on most mobs, while WHMs would be restricted to undeads.
/offtopic: When I first stared playing many moons ago, I thought that Banish would make the mob flee from you.
/ontopic: I would think that Curing undead would do significant damage to the mob provided healing skills were capped. But along that line of thinking, raise should be like death if cast on an undead mob and regen would be equal to poison when cast on undead. But that's just my random train of thought and two gils worth.
regen giving an undead mob a light based DoT would be cool :p.
Its massivly stupid that Divine Seal + Cure on a mob dont work -_-
Edit: And off topic, regen also kept people awake in other FFs^^
It did? News to me.