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  1. #11
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    Join Date
    Mar 2011
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    Quote Originally Posted by Feliciaa View Post
    HoT spells would be a great way to deal with this issue instead of giving Rdm cure 5. That way whm is still hands down the best healer regardless of mp conservation and rdm can now some what keep ppl alive.
    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.

    Quote Originally Posted by Quetzacoatl View Post
    You know, I keep hearing about the whole cureskin argument when backing up WHM in its curing power over RDM, and let me say...

    If RDM were to get Cure 5, who cares if they can even get a stoneskin effect or not as long as they have the MP regeneration to support the person's HP bar? What would there be to worry about as long as they have 11MP/Refresh in both gear, AF3+2 Legs and Refresh 2 Spell, along with the extra Minikin Monstrosity Atma inside Abyssea (an additional 10 MP refresh)? That's 21 MP/Tic if you don't have a Subligar with Refresh+1. Then it would be 22 MP/Tic, and you would already have regained half of the MP cost of Cure 5 in just three seconds over the base recast time Cure 5 has. In 6 seconds flat that's approximately 132 MP returned.
    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.
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    Last edited by cidbahamut; 08-21-2011 at 11:20 PM.