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  1. #11
    Player
    Eriane's Avatar
    Join Date
    Sep 2013
    Posts
    147
    Character
    Ire Valkyr
    World
    Siren
    Main Class
    Arcanist Lv 50
    I raided in wow and while stacking for heals is not a completly foreign concept you are talking about 4 yards. If the raid is taking constant damage you have to factor in the time it takes for everyone to move together and wait.

    Unless the raid specifically calls for stacking to avoid dmg or some other mechanic i don't see how its still not better to just use the actual aoe heal. Which is the root of the problem. Cure III isn't a single target heal and 4 yards as an aoe is situational to the extreme. I don't think asking for a few extra yards is going hurt. At its current range you can't even use it on a tank and expect a dps to get a heal which would be a useful purpose, to supply an aoe heal in a situation where you can't be where the group that needs heals is, ie melee taking aoe boss dmg.
    (2)

  2. #12
    Player
    Kass's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    11
    Character
    Kass Tenbe
    World
    Exodus
    Main Class
    Archer Lv 49
    The in game yards (Yalms) are much larger than in WoW or really any other MMO i've seen recently, maybe not GW2 though. Anyways 1 yalm is much larger than i think people understand.
    (0)

  3. #13
    Player
    dragonflyseksparade's Avatar
    Join Date
    Aug 2013
    Posts
    232
    Character
    Dragonfly Seksparade
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Eriane View Post
    snip
    In a normal encounter you wouldn't use it on a tank anyway, because of its high mana cost. If a dps derps and needs a heal, then they get spot healed with regen or cure I. If multiple dps take normal unavoidable damage, you use medica or pre-emptively cast medica II. When that unavoidable damage becomes inreasingly large, then using Cure III and stacking becomes an option to counter that mechanic. There are also meteor mechanics in which several party members may need to stack to distribute a damaging attack amongst several players' health pools. But again, this is pretty common in MMOs, I'm not sure why it is so difficult to understand a situational heal.
    (0)
    Primary Class: Green number maker
    Best WHM, NA
    twitch.tv/brown_diva

  4. #14
    Player
    Keileia's Avatar
    Join Date
    Aug 2013
    Posts
    12
    Character
    Keileia Rose
    World
    Odin
    Main Class
    Conjurer Lv 54
    This is true but medica 2 does almost as good a job. I can't see cure 3 being better than medica 2 unless a boss is doing his party damage nuke attack more than once per 10 seconds. Even if you managed to get everyone stacked up in one place for cure 3 to hit all targets, Medica 2 already out healed cure 3 within 2 ticks of the heal over time.
    (0)

  5. #15
    Player
    dragonflyseksparade's Avatar
    Join Date
    Aug 2013
    Posts
    232
    Character
    Dragonfly Seksparade
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Keileia View Post
    Medica 2 already out healed cure 3 within 2 ticks of the heal over time.
    This is not consistent with what I've seen in my testing, but I don't recall the exact numbers I observed. I'll will test again when I get home and post here.
    (0)
    Primary Class: Green number maker
    Best WHM, NA
    twitch.tv/brown_diva

  6. #16
    Player
    Keileia's Avatar
    Join Date
    Aug 2013
    Posts
    12
    Character
    Keileia Rose
    World
    Odin
    Main Class
    Conjurer Lv 54
    if you want a precise answer:

    Cure 3 potency 550. Medica2: 200 + 100 per tick 5 times every 2.5? seconds. (I'm not sure on the tick timer but i'm pretty sure that it's internal server tick)

    That means medica 2 has to tick 3.5 times. Lets round up to 4, so that makes 10 seconds.

    Anyway that's not my point. My point is that if Medica 2 can heal for just as much as cure 3 within 10 seconds, then a boss would have to nuke a party for as much as a cure 3 can heal for at least twice within 10 seconds for cure 3 to be worth using.

    Medica 2 is also more mana efficient.

    So cure 3 is a "situational" spell, but so far as we've seen, (Bahamut may be a different issue), Medica 2 is more useful in every situation other than the one i've described where a boss aoes a party for as much as cure 3 can heal, MORE than once every 10 seconds.

    Summary: Medica 2 has a way bigger range than Cure 3. So I can still get the full effect of it even when people are very spread out.

    Medica 2 heals for the same amount over time that a cure 3 does for less mana.

    Medica 2 has a heal over time effect. So i can use it to consistently top people up from small amounts of damage even while moving.

    Cure 3 has it's uses but in 90% of cases medica 2 is sufficient. The main issue with cure 3 is it's range. It's range is so short that the only way of getting any reliability out of it is if people hug each other like the japanese do on rush hour. That IMO is a huge quality of life issue: Why should the only time that cure 3 is reliable, be when you have a raid that's precise enough to huddle together like sardines? Let me put it like this: The range on Cure 3 is so short, that if I heal one melee who's standing on one side of a boss, it doesn't even have enough range to guarantee hitting another melee who's on the opposite side. Okay. So I want an aoe heal that's guaranteed to hit? I'll use medica 2 and hope that it heals sufficiently to cover my needs. At least I got the heal off. If I knew that cure 3 has enough range to reliably hit who I want, i'll use it. But it doesnt. So it's pretty horrible to use.
    (2)
    Last edited by Keileia; 09-13-2013 at 08:10 AM.

  7. #17
    Player
    dragonflyseksparade's Avatar
    Join Date
    Aug 2013
    Posts
    232
    Character
    Dragonfly Seksparade
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Thanks for bumping, nearly forgot.

    With my stats:
    Cure III heals for 806.
    Medica II heals for 293.
    Medica II ticks heal for 152.

    This is based on teh average of 5 casts of each spell. Medica II ticks every 3 seconds like other hots and dots. So it takes Medica II 9 seconds After the cast to heal as much as Cure III does.
    (0)
    Primary Class: Green number maker
    Best WHM, NA
    twitch.tv/brown_diva

  8. #18
    Player
    dragonflyseksparade's Avatar
    Join Date
    Aug 2013
    Posts
    232
    Character
    Dragonfly Seksparade
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Keileia View Post
    Medica 2 heals for the same amount over time that a cure 3 does for less mana.

    Medica 2 has a heal over time effect. So i can use it to consistently top people up from small amounts of damage even while moving.
    Once again, we've failed to grasp that concept of a situational heal. Cure III is for burst damage healing. Sorry for anyone who can't understand that.

    Cheers.
    (2)
    Primary Class: Green number maker
    Best WHM, NA
    twitch.tv/brown_diva

  9. #19
    Player
    Mercuie's Avatar
    Join Date
    Aug 2013
    Posts
    20
    Character
    Pleasures Mercuie
    World
    Balmung
    Main Class
    Conjurer Lv 50
    First of all, all spells are situational. You don't cast Cure 1 unless the situation calls for a Cure. Duh. Sounds like you fail to grasp what a situational heal is. Second, the situation doesn't happen anyway. This spell isn't a situational spell, it’s a mechanic spell. Its only purpose is for specific encounters that force a party to stack, not just next to each other, but ON TOP of each other, and eat damage. That is not a good spell design. That is just dumb. The point of a Cure 3 is meant to be a way for the healer to heal up a group, without having to actually be in it. The problem is, it never happens. Nobody stacks like that unless they are on a voip and are trying to save the healer a bit of effort.

    There is no damage right now that happens where a Cure 3 would be useful, as Keilei posted. It would have to do a crap ton of damage twice in under 9 seconds and everybody would need to be SUPER stacked for it. Plus it would have to be damage that only happened for some of the players but not all, because Cure 3 is a range AOE cure, so the WHM shouldn't be in the stack. This does not happen in the game naturally. If any battle needs it, it was designed to make the spell forced to be used, rather than the natural situation where an emergency AOE heal needed to be used. Plus what’s the point of Overcure if the only time damage like this happens is scripted. You can't guarantee a proc at that point, 99% of the time Overcure is useless. It is a poorly designed spell and trait. Fact.

    Right now it needs a slight range buff. Then it becomes that situational AOE heal it’s meant to be, the one that you do use when a lot of burst damage happens and a group of players are next to each other, rather than the “you screaming in voip, MY OVERCURE IS UP AND YOU GUYS ALL JUST HAPPENED TO BE DAMAGED STACK TOGETHER SO I CAN USE THIS!” spell it currently is. It and it's trait need to be looked at. A 4y to 6, would probably make it perfect. Even when DPS looks stacked, Cure 3 often magically seems to not hit anyone but the guy you targeted. Maybe even 5 might do the trick.

    One more edit: I see where the spell has its uses right now. The problem is more often then not, the WHM is in the stack as well and there is no Overcure. Which defeats the purpose of its range. So when I say poorly designed spell I mean the whole thing, not just some parts. DPS doesn't usually stack close enough for it to hit everyone, likewise when people do super stack, the WHM is usually included, likewise Overcure probably isn't up. The chance that the people you're trying to cure are SUPER STACKED + Away from you + Overcure being up... Its magically rare. So rare, that the WHM probably wont even think to use Cure 3, knowing most likely half of who he is trying to heal wont get healed or he forgot he had the spell. Don't forget when damage like that happens, all the DPS is usually trying to run away, so they're all spread out either running away or coming back. Once again a tiny range increase would open this spell up to have more uses than that special moment when a group took a ton of damage, more is on the way, you're 20-30 y away, and they're all stacked and staying still, and maybe you casted a Cure 2 that just happen to proc a Overcure. Likewise DPS shouldn't be taking that type of damage as group, it means they're doing something wrong. So the whole thing is just really rare and not natural and a tiny tiny tiny range increase would make this be the spell you're trying to defend, rather than the spell it currently is.

    Cheers.
    (5)
    Last edited by Mercuie; 09-13-2013 at 08:35 PM. Reason: writing is hard

  10. #20
    Player
    Crashdummy's Avatar
    Join Date
    Aug 2013
    Posts
    17
    Character
    Crashdummy Khammazon
    World
    Hyperion
    Main Class
    Arcanist Lv 17
    I think Cure III needs a 10 yard range.

    The problem with Cure III is not that its a situational spell, the problem is that its a situational spell for a situation that never happens in this game.
    (1)

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