Quote Originally Posted by cidbahamut View Post
Except not really. When a monster swings and puts people in the red and you need them back up to at least yellow right away, Cure IV and even a Regen IV isn't going to cut it. The only way healing over time could make up the deficiency is if it was so monstrously powerful that it had White Mages in a fit over us stealing their Regen thunder. I'm talking hundreds of hp per tic, lasts more than a couple seconds kind of healing over time. I'm not sure that would be at all permissible from a game balance perspective.


One tic is equal to three seconds.

Please don't use incorrect math to confuse people like this.

You're only going to get back at most 44 mp over those six seconds, and that's only if you don't cast anything else during that time.
RDM and SCH are support classes get over it. They were never made to be just as good healers or nukers as their respective counter parts. Their strength comes from which subs they choose and how they support the party as a whole. So youre Cure IV is weaker...you have 2 choices use a Helix to make your spell stronger, or keep Regen-ga up on party members so the WHM can focus on other buffs and supporting the tank.

As RDM you can refresh the WHM to let them use higher Cure's in quick succession while you top people off they can''t get to immediately. But this is all providing you want those job to be healers and forget their other abilities and duties. Because certain pieces of equipment give bonus if aligned with the right weather, yay for helix. SCH can also help tanks keep hate by increasing emnity gain. RDM is still the only job with Tier 2 enfeebles that can land consistently on HNMs and has an easy and simple way to change a mobs resistance with Enspells.