Quote Originally Posted by Valkrist View Post
RDM and SCH will still be the go to job for healing because they are still by far better at longevity of MP, especially now at level 90. Outside of Abyssea, the need to cure 900~ HP instantly has never been an issue to RDMs and SCHs before.
WHM has the ability for more longevity than you give credit for:
-RDM sub for Refresh and Convert
-Orison Pantaloons +1 Converts 2% of "Cure" amount to MP
-Orison Pantaloons +2 Converts 5% of "Cure" amount to MP
-Serpentes set
-Refesh body armor: Nobles, AF2, AF3, ect.

Quote Originally Posted by Valkrist View Post
They had been able to do the job perfectly well while buffing the party with hastes and refreshes, all-the-while landing potent enfeebs at level 75. Now we're talking about having RDMs with Refresh II and higher Fast Cast and SCHs with more charges and a Sublimation that can convert up to 12 HP>MP per tick doing everything that a level 75 RDM/SCH did and then with Cure V and other new spells mixed in.

What does that leave WHM outside of Abyssea? RDMs and SCHs cast faster than a WHM while getting access to tools that allow them to be more than just a healer. WHMs will still have the greatest cures per cast without a doubt in both actual and potential cured(Afflatus Solace Stoneskin) with a Cure V. Will a 1100~ Cure 5 and a 275 Stoneskin be necessary? Generally not. Will a Cure VI be necessary with its even bigger numbers? Absolutely not. Will WHMs be able to get back as much MP as a RDM or SCH with /RDM or SCH? Again absolutely not, though is it necessary for a WHM to have as much MP as them? Maybe or maybe not. Only time will tell for that one.

So what exactly is WHM's role outside of Abyssea when RDM and SCH both out perform it? The same role that it has had even before Abyssea. The need to have a dedicated healer with a big "oh shit" button. But when you give RDM and SCH Cure V, the need for a WHM greatly diminishes.
Quote Originally Posted by Frost View Post
There's no legitimate reason for Rdm to have Cure V or higher at this time, given the level of versatility the job already possesses. Why aren't you guys asking for Tier V nukes? Or Ancient Magic? Or Banish III/Holy?
Quote Originally Posted by Frost View Post
You have options. You're just choosing not to use them.

Option A: use a job that CAN cure, cure faster, (arguably more frequently) that can also Enfeeble(Cripple really), Nuke, etc lowering the need for more cures/larger cures.

or:

Option B: use a job that can cure for greater amounts, but does not possess any real ability to impede the mob in any meaningful way or do damage to the mob either.
The ability to cure faster is arguable. Speed deals with how much you cure for, how fast you can cast, and your recast. I think the edge in speed is still favors WHM/RDM for curing with the amount of -cure spell casting time gear whm has available (merits, Cure Clogs, Aceso's Choker, Orison Pantaloons +1/+2). I do agree about how enfeebling is overlooked at times at how it can make things easier.

If things outside of Abyssea stay about the same with content outside of Abyssea, then you two would be right. With levels rising and expecting new future content to be challenging (be it Abyssea or not), I'd think Cure 5 is and will be needed for more than just WHM. RDM are asking for a bit more, some would like to see their melee abilities boosted. There was point made in the SCH forum about divine magic skill that applies to RDM stating,
There is no reason for having skills without spells to go with them. It's like having a native weapon skill rating on a job, and your job can not equip any weapon associated with your skill.
Even though RDM has an E rating for divine magic, is it too much to ask for SE to give use at least 1 divine spell again?

Quote Originally Posted by Valkrist View Post
So like I said above, "I feel that with the current Cure V spell, RDM and SCH should not have it." People in other job folders here have discussed alternatives or possible changes that make sense and may be viable without ruining the current game structure.

-Raising the caps on all Cure spells. As well has making Healing Magic skill more important to the Cure formulas.
-Give WHM a Job Trait that lowers enmity of Cure spells. Change the enmity that Cure V and VI generates. (Though personally I like the idea and the direction it's going, I don't see it balancing the jobs enough.)
-Give access to Cure V through the use of atmas. (Again I like the idea, but don't see the balance unless the atma decides to give a penalty as well.)

With all said, I don't see a problem with PLD getting Cure 5 in its current incarnation.
Giving PLD Cure V as it is now ..... They would actually want the enmity. To give Cure V as is would mess with how PLD is played. Curing is a hate tool for them ... and now I sense you was joking.