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  1. #71
    Player Bubeeky's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    Quote Originally Posted by Merton9999 View Post
    38% non weather-related gear. Add 10% for Korin Obi + 5% for Twilight Cape. Most SCHs (including me) are asking for double weather effects as well, meaning 30% of weather-related cure potency we can full-time with Aurorastorm that is not subject to the 50% gear cap (I think). If we don't get double weather, we're still at 53% currently with Aurorastorm and no Rapture. As much as I love SCH, I think even my WHM would be jealous of 68% cure potency. My solution is to remove the gear cap! I think WHM can reach 70% with some Facio luck?
    I think we need something other than just removing the cap....removing the cap on cure potency might be a temporary fix but in the long run, ppl will need some other kind of uniqueness from a whm's cures for us to be able to compete with the MP efficiency of a sch or rdm
    (0)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  2. #72
    Player Merton9999's Avatar
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    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by Bubeeky View Post
    I think we need something other than just removing the cap....removing the cap on cure potency might be a temporary fix but in the long run, ppl will need some other kind of uniqueness from a whm's cures for us to be able to compete with the MP efficiency of a sch or rdm
    Overall I definitely agree for post-Abyssea content. My gear cap removal suggestion was specifically for addressing just the potency comparison issue.
    (0)

  3. #73
    Player Economizer's Avatar
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    Jun 2011
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    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Glad to see a place where Cure VI is wisely not considered in discussions when talking about giving other jobs Cure V. Removing the gear potency cap would make the AF3+2 body fairly useless outside of overheals and the extra MP/tic refresh.

    Oh, that and White Mages would be able to get up to 80% Cure Potency in gear (83% with Dual Wield). This would be very expensive and hard to do, but here is a break down:


    Surya's Staff +2 (22%) OR Tefnut Wand (15%) + Templar Mace (10%) (25% total)
    Medicine Ring (Latent, 10%)
    Roundel Earring (5%)
    Orison Earring (2%)
    Fylgja Torque +1 (3%)
    Serpentes Armor Set (5%)
    Orison Cap +2 (10%)
    Tatsumaki Sitagoromo (Augment, 5%)
    Facio Bliaut (Augment, 15%) (Admittedly, I've only ever seen it go up to 14%, but wiki says 15%)


    Actually, if you want to go even further, White Mage could hit 20% more in Abyssea:
    Atma of the Rescuer (10%)
    Atma of Harmony (10%)

    So inside Abyssea, White Mage could hit 100% (103% Dual Wield). But wait! There's more! If you get a Healing Feather, you can get 20 charges of a 3 minute boost of 15%, meaning White Mage could hit 115% (117% DW).

    With this much cure potency, Cure IV essentially does what Cure V does without any potency. If you choose to never wear the ASA augmented pants in favor of the AF3+2 pants (for cheaper cures), and ignore the feather, you still get 95% inside Abyssea, 75% outside, you'll get roughly half cost cures, and you can pick up a free cure every two minutes with /SCH and Penury inside Abyssea.

    That said, it is expensive enough to gear a White Mage without having to get a Roundel Earring and Fylgja Torque +1 to become more efficient, and the odds of getting a good Facio are terrible its almost not worth counting as gear WHM can get. So even if I could hit 83% with the best Facio possible, and the ASA pants instead of AF3, if Scholar got 79% from double weather effects and Cure V, I think I'd have to grab two Clubs and start teaching Scholar all about the only other thing White Mage is the best at.

    I don't think that removing the cure potency cap for gear is a good solution. I also don't think that Scholar should get Cure V, especially under this new information that they could reach 58% cure potency (72% in Abyssea), at the least until new options are explored.

    Also, I think that Scholars aren't going to get double weather effects unless SE wants them to be overpowered again in general. Unless SE plans on giving Black Mage tier VI nukes that don't suck or something, or some other major leap ahead it won't balance out on their side. And unless SE plans on making Cure IV require Addendum: White, giving White Mage A+ Club skill, native Parrying, Dual Wield I, and something that gives 5% of cure amount back as MP, or some other drastic changes, they won't balance out on the White Mage side either.

    Also SE, that's the cost of Scholar or Red Mage getting Cure V. We get Club raised to A+, Parrying E or better, and Dual Wield I or better, and a native trait that gives us an effect like our AF3 pants, of at least 2% (much higher if Scholar also gets double weather effects).

    Additionally, it wouldn't hurt you to give us new shields that do something beyond what Genbu's, the Muse Tariqah, or the Bloodbead Ecu do. We have higher skill then Red Mage, or Thief and they seemed to have gotten several past 75 while we just got tagged on the Ecu. A double attack shield would make everyone happy and you could slap the letters WHM on it in addition to the usual list of jobs.

    Something else SE could do to differentiate healing power in general would be to make healing magic skill affect spells more, especially on skill past the B+ mark. There should be a major, not just minor difference between someone who has capped healing magic skill and someone who does not. There should also be a reason why White Mage has an A+ in the skill, and this should be something major too.

    While I'm talking about White Mage in general, Afflatus Misery could use a boost. This could come from adjustments, like making damage add up like healing does for Solace, or come from traits, abilities, and spells White Mage gets, or gear. Or even a mix of the three. Ever since the combined blows of the Auspice nerf and the AF3 body's effect, it hasn't been the same.
    (0)
    Last edited by Economizer; 08-16-2011 at 11:53 AM. Reason: Weather Bonuses multiply. Fixed all Scholar bonuses to reflect this.

  4. #74
    Player Bubeeky's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    I would love to see the cure formula adjusted to include healing magic skill more heavily...I think at this point, capped healing magic skill adds a grand total of like....50 hp to cures, and from other posts and personal experience, healing magic doesn't seem to affect a great deal of anything besides interruption rate...perhaps SE could look into changing that?
    (0)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  5. #75
    Player Retsujo's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    235
    Character
    Retsujo
    World
    Odin
    Main Class
    WAR Lv 99
    I don't know about you, but I never found it very expensive to get cure potency gear.

    Surya's Staff +2, Orison Cap +2, Noble's Tunic, Orison Cape, and Serpentes armor set caps cure potency as it is now. Get a Facio with 10% and refresh instead of Noble's and every bit of that is free.
    (0)

  6. #76
    Player Economizer's Avatar
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    Jun 2011
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    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    It isn't expensive to cap cure potency as a White Mage anymore because of the fact that it does cap. Imagine if you had to wear every piece of expensive gear (Roundel, Fylgja Torque +1) just to get a slight edge over classes that can also nuke almost as well as a Black Mage too.

    I was a bit erroneous to say that it was, but I was also considering the possibility of when you want to cap cure potency without the body piece for the 5-10% cureskin boost the body provides. Well, that and I should have used the word "hard" instead of expensive. I may have a Surya's Staff +2, but many White Mages I see still cure in something you could have before level 70, so I can only assume it is hard for most players (well, the beast killer portion of it was hard for me).
    (1)

  7. #77
    Player Bubeeky's Avatar
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    Mar 2011
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    Windurst
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    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    Quote Originally Posted by Economizer View Post
    It isn't expensive to cap cure potency as a White Mage anymore because of the fact that it does cap. Imagine if you had to wear every piece of expensive gear (Roundel, Fylgja Torque +1) just to get a slight edge over classes that can also nuke almost as well as a Black Mage too.

    I was a bit erroneous to say that it was, but I was also considering the possibility of when you want to cap cure potency without the body piece for the 5-10% cureskin boost the body provides. Well, that and I should have used the word "hard" instead of expensive. I may have a Surya's Staff +2, but many White Mages I see still cure in something you could have before level 70, so I can only assume it is hard for most players (well, the beast killer portion of it was hard for me).
    That's my problem with just simply removing the cap...one, it's hard/expensive to get all the items you mentioned, as not everyone has the resources to aquire the items, even if you are a dedicated whm...and two like you said, all those items together would give us a miniscule edge over other jobs that are effective nukers and efficient as mp use as well, not to mention the fact that if we really looked at it, how useful would that be? I mean outside of Abyssea, no one has the hp to justify cure V regularly, let alone cure VI, especially if you're curing for +50% cure potency...adding 30%+ to that cure potency won't change that, as such we need something more unique for our cures than just a cure pot cap removal.

    PS, just throwing this out there as I'm honestly curious...if you guys use the medicine ring (the +10% cure pot ring) how do you constantly keep your hp low enough to get the bonus? the 10% would be wonderful, but I can't see how I'd get around a pretty potent regen JT...
    (0)
    Last edited by Bubeeky; 08-17-2011 at 04:10 AM.
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  8. #78
    Player Economizer's Avatar
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    Jun 2011
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    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Bubeeky View Post
    PS, just throwing this out there as I'm honestly curious...if you guys use the medicine ring (the +10% cure pot ring) how do you constantly keep your hp low enough to get the bonus? the 10% would be wonderful, but I can't see how I'd get around a pretty potent regen JT...
    Personally, I don't use the ring because I cap cure potency without it (although I'm considering getting one for when I'm engaging in a beatdown and not wearing my AF3 cap, who knows).

    Macroing in gear that lowers your HP or converts HP->MP then switching out of it is one way, putting on gear that gives +HP is another. If you have the Zenith set, or a bifrost ring, or a serket ring, these make wonderful tools for this. If you are inside Abyssea, you can cancel your Max HP buff and it will come right back and put you into the yellow. If you decide you want to use this ring, beware undead, especially since SE doesn't let us oneshot them with cure anymore. D:

    And of course, /SCH's Sublimation will counter your Regen while it is up, with an added bonus of making you immune to sleep effects and giving you MP.

    -

    If you are having issues capping cure potency, the easiest gear to get to get to cap would probably by Noble's Tunic, Orison Cap +2, Surya's Staff +2, Augur's Gloves, Orison Earring, Orison Cape, which will put you at 51% to be sure you hit the 50% cap. If you have questions about the Staff, the wiki doesn't always explain the easiest way to do a trial adequately, although the light damage trial is pretty much "the" hard trial of the bunch. For the Augur's Gloves and the Orison Earring, either shout groups or begging off gear will work. You will probably need help getting the cape, preferably from a Monk friend who can cover any procs you miss - you will hate Marvin because he is often camped and rarely drops the cape even with a blue proc... at least compared to other gear. The hat +2 items can be difficult to get if you don't have some friends or the ability to solo a mob that drops on of the +2 items at a time.
    (0)

  9. #79
    Player Bubeeky's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    Thanks for the info econ I'm actually pretty good on cure pot gear, I'm just sitting at like 43% or something right now, so it's a work in progress and I've always avoided the medicine ring because of the hp/regen issue, but if there's reliable ways around that, I'll invest in one so I can free up my other slots

    I've been building my cure pot set for a while, and the biggest reason that it's not capped atm is because I'm trying to avoid having to go back to the noble's tunic or fascio's thing so I can use my af3+2...the addition to my cureskin and refresh really helps out too much to exchange it for some basic cure potency if I can swing it in other slots
    (0)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  10. #80
    Player Economizer's Avatar
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    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    If you can, get medals for WotG in Windurst and pray your server gets Plucking Wings access. I'm 1-2 days from the evaluation that will get me the medal, and my server has access this week. Sooo close.
    (0)

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