I'm completely on this 'bandwagon'. Cure III NEEDS a range buff. That is all. :D (at least if they want me to use it)
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I'm completely on this 'bandwagon'. Cure III NEEDS a range buff. That is all. :D (at least if they want me to use it)
I rarely use cure III, rather use swift cast Medica II then cure II
Stack up for CureIII if you don't make it to the end of Coil Turn 4 before enrage timer.
Turn 4 pulse phase, everyone literally stacks inside eachothers character in my group, making it an easy place for cure 3's.
Turn 5 phase 2: two groups usually stack very closely, easy cure 3's there as well.
As a side note, I mainly use Cure 3 as a single target heal when I need to increase HPS badly.
This may seem weird at first, but using cure 3's when you get Overcure will end up increasing HPS by a good amount. Granted, its extremely inefficient though. However, sometimes efficiency goes out the window in favor of HPS. A good example of this is solo healing double dread in turn 4. Using cure 3 on overcure procs was one of the reasons I was able to keep up our tank alone during that phase when we were going for our first down. I also use it a good amount during WP speedruns where you sometimes need that guaranteed 2.3k heal.
That being said, my impression of Cure 3: it is a very situational spell that is largely replaced by the Medicas. Needs a radius buff for sure.
I can honestly see Cure III being EXTREMELY useful... if the radius was larger. There are SO many situations I've been in as a Scholar where I have been unable to move, and the melee DPS and tanks needed an AoE cure, but I can't run in to use Succor. I'm leveling a WHM and was excited to hear about Cure III, but I didn't know the radius was so small. It's just like Bane on a Summoner I see.
the only time when i use Cure III? When titan cast geo crush LOL
In my honest opinion cure 3 should just be completely removed or redesigned. Having it target-able to an area instead of a player would vastly increase its utility. Even with that change though (raging over TS STOP MOVING!!11!); the range is just pathetic. Using the over-cure proc on a main tank just for the crit hp swing is just....poor design. Actually lining an overcure proc up with the actual timed event that would warrant a cure 3 is like trying to shoot a bottle 500 yards away with a beebee gun, but you can only actually shoot at the bottle once a minute and only when this swinging branch isnt sitting in front of it. Also, the bottle is immune to bb's 90% of the time and the branch only moves twice a minute. Have fun
I think a range boost to Cure III would make it much more worthwhile. In terms of healing output, I've read that Cure III is pretty darn MP efficient if it hits enough people (and, naturally, you limit overhealing), but the range on it makes that difficult to pull off.
It would still be a bit of a niche heal, which is fine, but it would be more efficient for when those niches come into play.
What they need to do for cure III is make it a party heal with no range restriction. It should cost twice as much as medica II and develop 0 hate if used with the buff from cureII rather than crit heal.
Cure 3 most definitely has it's uses, just as said, that small radius limits it's practicality.
As mentioned, it is super useful for the closing stages of turn 4 to deal with emergency override (Until your DPS gets good enough that you don't actually hit that point anymore!).
As far as T5 goes, I don't really use it during conflags as it just doesn't heal enough, take into account the additional bonus that medica II's regen offers in soaking conflag damage and Cure III quickly goes on the back burner during this phase, I do however use Cure III during the later portion of the dive phase to deal with snake damage potentially being spread out.
I've had occasions where people have been packed up tightly enough during garuda's sisters to get good use of it there. I had an amusing Titan run where all DPS and the second healer were dead leaving just the tank and myself standing, cue healing just enough to keep the tank up for mountain buster then hopping under titan and using a couple of cure III's to keep us both going through a 5 stomp. Medica II into medica spam wouldn't have had the throughput to keep myself going and get the tank topped up enough to survive my LB3 animation lock.
Whilst yes, it certainly is a niche spell and certainly not one for every encounter, it is a potentially useful little addition to our toolkit providing hugely bursty multi target healing when the situation is right.
I'm not using it much, costs too much mp while it can backfire when the players fail to stack.