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  1. #21
    Player
    Nahara's Avatar
    Join Date
    Aug 2013
    Posts
    669
    Character
    N'hara Tia
    World
    Excalibur
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Shiji View Post
    ..but but 500 mana ._.
    The cost is ridiculous, agreed, but it's offset if you have a Bard in your party nice enough to give you Mage's Ballad for a few seconds. Or pop Shroud of Saints at the same time.
    (0)



  2. #22
    Player
    Argentil's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    19
    Character
    Argentil Harker
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    I've also only had reliable success with this spell in Garuda HM when the 2+ DPS, and OT are stacked behind her after a Wicked Whirl. Sometimes when the ranged stack during the add phase, but that's rare. It feels like a risk eyeballing the aoe heal to make it worth casting. Even when people gather for healing, they usually spread out far wider than the radius of Cure III allows. When it does work though, it works wonderfully. I wonder how much enmity it yields compared to Medica.

    It might be worth training DPS to stand on top of a marked healer during intense AoE moments to fully maximise the effect of Cure III. It seems like a powerful tool under ideal conditions - but if the enmity buildup of the spell is 1:1, getting an AoE Overcure crit on 8 people might be a bit suicidal. Maybe there's a hidden enmity reduction we're not aware of? Even when I hit 4+ people with Overcured Cure III, I still gain more attention from a single Medica II. Can anyone confirm this?
    (0)

  3. #23
    Player
    Raminax's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    756
    Character
    Shinonome Sanada
    World
    Phoenix
    Main Class
    Conjurer Lv 92
    I tried it for fun during Titan Hard a few days ago. Was bored because the group wanted to build LB during the first phase (zzz). Had an Overcure proc, got 7 people with it, went from slightly below half aggro to primary target. Thank goodness for Shroud of Saints.

    It sure felt awesome though, topping off the entire group with one cast.

    Though I'll admit I've used it, like, never. Could definitely use a very slight radius increase, 6 yalms perhaps.
    (0)

  4. 09-30-2013 11:51 PM
    Reason
    Deleted

  5. #24
    Player
    Jarlax's Avatar
    Join Date
    Aug 2013
    Posts
    150
    Character
    Jarlax Gennocide
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by BrodyAlgana View Post
    We are gods of AOE healing as it is. I find Cure III only useful in heavy damage situations and when it procs from Cure II. However, just as I tell my scholar friends they shouldnt be "buffed" on AOE heals because they weren't intended to be strong AOE healers - and that would only make them more like WHM, I will say to other WHM (I am WHM) that Cure III should be left as it is, because even changing the radius makes is EVEN stronger.... we are great healers as it is.
    I can live with the way it is, and I share your view that increasing the radius might be overkill, but if it is changed more than a 5y increase would be kinda OP.
    (0)

  6. #25
    Player
    JonFarron's Avatar
    Join Date
    Aug 2013
    Posts
    180
    Character
    Alistair Adfectus
    World
    Behemoth
    Main Class
    Summoner Lv 80
    I think instead of it targeting a player, it should be one of those AoEs where you designate the spot to be. Like Shadowflare or Sacred Soil. Then while you're casting it, it would put like a green ring around where it's going to pop, so that people would know to quickly step in for the heal. This would solve pretty much everything.


    For now, I've set a macro to mark the person I'm casting it on with a Triangle, and with a message "Casting spell Cure III on <t> gather together!"
    (1)

  7. #26
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by JonFarron View Post
    I think instead of it targeting a player, it should be one of those AoEs where you designate the spot to be. Like Shadowflare or Sacred Soil. Then while you're casting it, it would put like a green ring around where it's going to pop, so that people would know to quickly step in for the heal. This would solve pretty much everything.


    For now, I've set a macro to mark the person I'm casting it on with a Triangle, and with a message "Casting spell Cure III on <t> gather together!"
    The placement circle would be the size of a dime. People literally would not be able to see where to stand.

    Although I would be completely fine with a larger radius placement spell that healed everyone inside over time like WoW's sanctuary. That would be a better tool for hitting melee.
    (1)

  8. #27
    Player
    Riko_113's Avatar
    Join Date
    Aug 2013
    Posts
    126
    Character
    Kael Elenion
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Meliadoul_Tengille71 View Post
    Me being a healer. I found Cure III very good since 99.9% of the I'm full support. I have a 1,2,3 patten I use since cast Cure can give you free cure on Cure II and then free cure on cure III. I mainly use Cure III for emergencies in dungeons. Boss fights cure III is useless since it take a few seconds. Phys, I use as a backup for a fast aid for smaller amount HP damage. Cure III has its advantages. But yes its costly on MP. Square needs to give a skill to have at lvl 40ish to cut magic use in half on skills for WHM since we don't generated mp slow in battle. And they need to speed up Raise casting time....
    I'm not sure if you're kidding or not.

    First, you're not 50 yet so that might be why...but if you're using Cure III in a regular rotation you'll run out of mana in alot of the lvl 50 content.
    Second, there is no reason you should even being using Physick as a WHM. It's exactly the same as Cure I in every way except that you don't get Freecure proc from it. Don't ever use it again. Lol
    (0)

  9. #28
    Player
    Eriane's Avatar
    Join Date
    Sep 2013
    Posts
    147
    Character
    Ire Valkyr
    World
    Siren
    Main Class
    Arcanist Lv 50
    The big glaring problem with cure III and the tiny range aoe heal is that FF14 seems to have information on character placement serverside. Which means.. unless a group a people have been standing together for a sec sometimes it just misses. Any kind of lag and its just pffft.

    I've had situations where i'm talking on vent and i'm like.." hey! stand on this person. you'll get a free heal!" *Dumb dps that got hit runs to said person.* Cast cure III on previously mentioned person...... only target person gets healed. Really? Anyone else notice this?
    (0)

  10. #29
    Player
    bonniebru5's Avatar
    Join Date
    Sep 2013
    Posts
    13
    Character
    Anabell Walker
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Shiji View Post
    ..but but 500 mana ._.

    As Sodamachine said, its very situational, it is a super effective spell if you have a coordinated grp. if you use TS, Ventrilo mumble etc this can be utilized even more. fights like TitanHM, Chimera(if you do the back leg stack tactic). any fight where stacking is required this spell will be boss. i crit heal for up to 1800 with Cure III, imagine 8 people getting 1800 heals. for 500 mana.... doesnt get much more mana efficient than that


    Quote Originally Posted by Kasern View Post
    I don't use it. If I need an AoE heal then I use Medica 2.
    you should never spam medica II, cast one medica II then you keep at it with medica I, then another medica II when the HoT runs out
    (0)

  11. #30
    Player
    Argentil's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    19
    Character
    Argentil Harker
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    Well that answers my query then. I was actually fine with the spell's range, but the enmity gain makes it worthless. If they ever do buff this spell, they should reduce the enmity gained from the heal. The spell itself is quite handy in certain places because of it's massive healing potency. If it's going to get me killed when it hits 4 or more targets (which is the point after all), then why use it at all?
    (0)

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