Quote Originally Posted by Daniel View Post
Am I the only one that was disappointed that not a single thing was mentioned in regards to cure V or even the aura affect on our enhancement spells? These two things alone will decide if its time to hang up the Chapeau for good or not... Yet all they talked about was enfeebles and mele... honestly rdm mele is a dead concept, you want to mele like a mele, level a mele job.
Quote Originally Posted by Camate (Scholar pt. 3)
Make it possible to use Cure V.
In regards to support capability, we’re thinking more in the direction of adjustments that will differ from white mage.

Instead of just simply adding a high-tier Cure, we’re looking into making it so scholars can raise their performance further by enhancing the effects of stratagem use and regen-type magic. However, this doesn’t mean that we won’t be adding a high-tier Cure later down the line.
Quote Originally Posted by Camate (Scholar pt. 3)
Add sphere-type spells.
For sphere effects, there would be no way of handling the opposite enfeebling effects, such as Slow versus Haste effects. This makes it an extremely powerful spell, so from a balance perspective it will not be easy to do.
I suspected these were pointed at as as much at Rdm as they were at Sch. (especially since they mentioned Gravity II which they then said was Rdm specific).

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I also agree that I hope that instead of getting Cure 5 we get a more unique style of cure.

Adding Cure 5, regardless of balance implications, will do more to destroy the identity between mage jobs then any other single spell.

There are lots of unexplored alternatives to curing and I would be disappointing if SE decides to take the lazy way out and just stick the Cure 5 bandage on the job.

Don't get me wrong, we need some form of curative assistance since Blu can heal better then Rdm atm, but Cure 5 is like trying to remove a splinter with a chainsaw.

I feel that by adding Cure 5 it will have balance implications for the maximum power of enfeebles we will be given later on.

If we can heal almost as well as a Whm they aren't going to let us 'enfeeble like a Rdm' as well.

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Some might say that Cure 5 is the only alternative to safely keep a tank at full HP after a dangerous TP attack.

First off there are plenty of other ways to protect a tank from a follow-up after a dangerous TP attack other than Cure 5.

Second, should Rdm be able to do this by himself? Rdm isn't a Whm. Rdm isn't a healing specialist. I'm not saying Whm should be the only option, but Rdm shouldn't be Whm lite.

Rdm is a hybrid and if Rdm has enough healing power to primary heal entire alliances from these Super HNMs with deadly TP attacks and dangerous follow ups then frankly...the games too easy and/or there's not enough difference between Rdm and the specialist.

I don't believe Whm should be the only option, but frankly Scholar should be the second choice. Yes, Rdm gets cure spells a few levels earlier then Scholar, but Ranger also gets more accuracy bonus then any other job so clearly they are supposed to melee. I don't want to base a jobs entire performance off one little thematic snippet.

If you really want to debate thematics Rdm gets less cure potency gear then summoner, a job without a native healing skill. I mean realistically the most a Rdm is going to have is around ~30% with 3 pieces of gear. You know...I'd have to check it but even Pld might get more PC gear then Rdm.

Can you honestly say a Rdm should be out healing a Sch with Light Arts and addendum White?

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Also, is it possible to separate the evasion down effect and the slows movement speed from Gravity II. I know there are plenty of monsters that it might be nice to actually have that evasion down effect from gravity except that the monsters immune to it because SE is to afraid of a kite solo.

I'd almost prefer Gravity II was just a more powerful evasion down effect without the movement speed reduction so it's actually useable on things where we need it instead of it just being the an extra safety net when Sleep, Sleep II, Bind, Break, and Gravity are all resisted on monsters that are easy enough to cap accuracy anyway.

Unless the devs actually feel like making this Gravity actually useful on tougher things...that would be welcome as well.