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  1. #11
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    I'd rather Healing Magic skill affect the Stoneskin effect from Solace or a MP refund similar to the effect of Orison Pantaloons +1/2, if it's a White Mage specific thing. People only have so much HP and I rarely let anyone lose the major of his or hers, so the idea of Cure V healing 1200 HP instead of 1000 HP doesn't do much for me.

    If it's a universal change, anything is fine as long as it has no negative effects. The Cure line was designed to work pretty well from a sub-job, and I think that's just neat-o.
    (1)

  2. #12
    Player Vortex's Avatar
    Join Date
    Mar 2011
    Posts
    287
    Character
    Mystina
    World
    Cerberus
    Main Class
    RNG Lv 99
    Quote Originally Posted by Mirage View Post
    What exactly should whm complain about? Idk, I'm actually not complaining about anything at the moment. Do we *have* to complain about something?
    The point was to give healing magic skill a point, it has nothing to do with RDM and SCHs QQing about not getting a cure for a role they weren't designed for. WHMs ONLY job is to support/heal RDM has other rolls aside that and so does SCH, that's why its so redundent watching all the constant whining about them getting Cure V.

    I'd rather have healing magic skill raise potency more or give them a more potent cureskin effect. i'm not sure when this turned into a 1,001 complaint about rdms not getting something they don't need.
    (1)

  3. #13
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Mirage View Post
    Whm is the only healer job I've got leveled. Believe it or not, it's actually possible to disagree with a job being buffed even if you play it yourself.

    My point is just that the other jobs should be allowed to catch up a bit before whm got even better at healing. I'm sure there could be other improvements whm could get that didn't involve making our cures even stronger.
    I don't care if other jobs want to catch up at this point, these are years old problems that should be fixed regardless of if White Mage happens to be a popular job or not. Plus, changes to White Mage generally help any job that even touches the role of White Mage with a 10 yalm pole.

    Quote Originally Posted by Mirage View Post
    What exactly should whm complain about? Idk, I'm actually not complaining about anything at the moment. Do we *have* to complain about something?
    White Mage has plenty to complain about. We have broken barstatus spells that the dev team didn't even listen to us about, we are years overdue for barlight and bardark. Healing Magic skill is about as effective as a brick unless you happen to have no Mind score. Our ability to perform role other then curing is not getting attention - and if we don't get more ability to perform other roles, then other jobs straight up shouldn't be able to cure remotely well at all in exchange. White Mages also have a massive problem with people being able to pick up the job and be as effective at curing people with little work towards gear, skills, or anything other jobs have to do. I could go on.

    Quote Originally Posted by SpankWustler View Post
    If it's a universal change, anything is fine as long as it has no negative effects. The Cure line was designed to work pretty well from a sub-job, and I think that's just neat-o.
    Personally, I'd prefer a universal change, but I agree that it should be an improvement on top of the current potency effects. Blue Magic is super potent, so it isn't like we don't have room to have more efficient cures for everyone and still be balanced.

    Quote Originally Posted by Merton9999 View Post
    I wouldn't mind if healing magic were made more useful, as long as no existing potency was gimped because of it. I don't want the backup cures I often toss out in Dark Arts on SCH to be suddenly gimped. So the extra regen, extra cureskin, higher chance of removing doom and amnesia all sound fine.
    First off, Doom and Amnesia removal rates are probably not going to be affected based on SE's past statements, although one can hope.

    Again, I don't think that Dark Arts cures should perform any differently then they do now, but I think Light Arts cures should get a buff from having over 80 more points of skill.

    Healing Magic skill should improve cures regardless of what job you have, and lets be honest - while this is a more important issue to White Mages whose only role is to dish out the cures and support - other jobs would probably get more benefit from this then White Mages.

    If, for example, you cured +X more points of curing per cure, where,

    X = (Healing Magic Skill -300) * (Tier of Cure)
    then we would see a much more noticeable increase on lower tier cures then larger tier cures - even if Cure V cured 375 more points per cure, a 225 point boost to Cure III, and a 300 point boost to Cure IV would affect non-White Mage curing much more.

    Keep in mind that this formula is just a basic suggestion that would need tweaking however. Perhaps it would help if someone gave a good suggestion for this, instead of saying that White Mage has no complaints, because a good tweak to how important Healing Magic skill is could help non-White Mage classes out too.
    (0)

  4. #14
    Player Dmhlucky's Avatar
    Join Date
    Sep 2011
    Posts
    4
    Character
    Dmhlucky
    World
    Sylph
    Main Class
    BLM Lv 99
    They need to add to the spells we already have. Cures, gaining a potancy at certain levels as a job trait would help, not based on skill, just as levels.
    Say lv 25 +1%
    Lv 45 +2% (total 3%)
    Lv 65 +3% (Total 6%)
    Lv 85 +4% (total 10%)
    Lv 99 +5% (total 15%)
    this does not go towards the Gear cure potancy cap
    Make the regen series of spells offer a resist sleep trait, afterall restoring HP wakes you up, so restoring over time "should" wake you as well, but i;ll take a resist sleep as immunity to sleep for 60 seconds (or more if you keep regen on) is a tad broken.
    At 99 give us a trait that makes barspells sometimes nullify damage of the same element, similar to the af3 piece if its 2% of the time, it would be cool, don't want it to be broken, but barspells can be unreliable sometimes.

    We are getting holy 2, which is about time, but give us Banish 4 as well, we are currently the only dedicated mage that does not have a tier 4 nuke.

    Give us Protect 6 and make it grant a direct damage taken number instead of defense.

    There is a lot they could do to make whm a really dependable healer, i just hope they implement it correctly.
    (0)

  5. #15
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Dmhlucky View Post
    They need to add to the spells we already have. Cures, gaining a potancy at certain levels as a job trait would help, not based on skill, just as levels.
    There are a few things wrong with this. First, although I understand that White Mage should remain far and above ever other job that can heal, basing increased cure power on healing magic benefits other jobs as well. Second, basing it on skill also prevents a common problem - burn victim White Mages being as effective as a career White Mage. Third, SE already said they want us to rely on gear rather then job traits for increased cure potency.

    On your mention of Regen, supposedly Regen used to wake people up but SE changed it.

    The rest of your comments have nothing to do with Healing Magic skill, and are off topic.
    (0)

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