The raise needs to be fixed. Doesn't make sense that a fresh raise can take damage but can't be healed.
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I'd like to not be included in this statement. I actually cannot believe that I'm seeing that people have an issue with this ability.
I've seen that people have a macro for Cure III in order for other players to gather up so that they can get healed as a group, but given what the Tanks and the DDs are doing, that's too much to ask them to try and gather up for a specific heal. They have other jobs to tend to whereas it's our job to make sure that their health issues are taken care of.
Personally, I consider it an ordeal of timing, specifically when there are lots of close ranged melee players engaging an enemy, where I can use this ability without qualms. Usually, if there are Dragoons in the party, they are the guys one would want to use this on, because they have attacks that put them at the flank of the enemy (which puts them in between the tank(s) or other melee, which are usually at the hind of the enemy). Use Cure III on that DRG and it's usually a done deal.
Considering the range on Medica and Medica II as AOE heals, I really don't think that Cure III needs any work, if anything, I will agree that it's a tad bit expensive MP-wise, but other than that, I don't see why it should have a complete overhaul.
/micon "Cure III"
/mk triangle <t>
/p Stack on ▲ <se.2>
/ac "Cure III" <triangle>
/wait 3
/mk triangle <triangle>
If anyone needs it.
Someone in my LS said that they plan on raising the exp gain from dungeons in 2.1; is this true? If it is then that's gonna be cool imo. Dungeons that are not AK or WP seem to be under-used most often; at least on my server.
Aye, good to hear! Fates are fun but only for a little while; then they get kind of dull. Dungeons never get boring and by making them easily accessible at any level I think (hope) we will see a decline in under-skilled players during end game content. Not that I have an issue in helping others get better that is.