Page 7 of 10 FirstFirst ... 5 6 7 8 9 ... LastLast
Results 61 to 70 of 97

Thread: 2.1 and us

  1. #61
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    I'll have to figure out a way to work PoM in and maybe give it a second chance, maybe it's better at 50 than at 30.
    (0)

  2. #62
    Player
    Anna_Lannis's Avatar
    Join Date
    Dec 2013
    Posts
    91
    Character
    Anna Lannis
    World
    Famfrit
    Main Class
    Conjurer Lv 60
    You know what I want? An easier way to target pets for healing/buffing.
    (3)

  3. #63
    Player
    Euphe's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Euphe Liefe
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I just want a simple 10y radius on Cure III rather than the old 4y radius. It would make it a much more profitable heal and give meaning to having the spell to begin with. WHMs are essentially AOE healers after all and Cure III is a good heal that just seems to fall short (no pun intended). I only use it in stacking situations or if I see melee in range of the tank and they need the heal (only with Overcure active).
    (0)

  4. #64
    Player
    CalvatE's Avatar
    Join Date
    Aug 2013
    Posts
    326
    Character
    Lil Muffins
    World
    Tonberry
    Main Class
    Conjurer Lv 63
    Quote Originally Posted by Rhindas View Post
    Cure 3 needs a redesign. It's too expensive, it's radius is too low, and both Medicas make it obsolete.
    I think this pretty much sums up how everyone feels about Cure III.

    Out of curiosity how is its Emnity Generation anyway? I've use it for Geocrush on Titan and when I do aggro goes straight for me.
    (0)

  5. #65
    Player
    Gurpsmeister's Avatar
    Join Date
    Sep 2013
    Posts
    208
    Character
    Mayumi Shiro
    World
    Balmung
    Main Class
    Conjurer Lv 52
    Ok. Why for the love of all that is sane, would increasing its range make cure III better? We -ALREADY- have that spell...twice. Medica and Medica II do the job. What would a bigger range on cure III offer us? I cannot disagree with this suggestion more. It doesn't need a range boost, it needs a Usefulness boost. It needs to do something none of the other spells do yet. Some ideas off the top of my exhausted head are..

    1: Health based heal buff. I.e. Cast spell on tank, for 2 mins he has buff, if tank hits X% of health, buff goes away and heals tank. A safety net heal of sorts.
    2: I shudder to say this because it'd suck almost as much, but lightwell effect? Casting spell plants a graphic on a spot and those who go and tap it get heals. (Honestly I think this suggestion sucks too so..yeah)
    3: How about a lower potency than cure 2 but higher than cure 1 spell that also reduces enmity? (Or just..fix enmity)
    4: Perhaps a cure that also grants a buff depending on class targeted? BRD get DX or crit, DRG get STR or Crit..etc etc.
    5: Long duration regen that works like allagan rot? Can bounce it between folks. Granted the amount of coordination needed to make that useful would be mind boggling but..hey healer hot potato anyone?

    Basically please just..anything other than BIGGER MEDICA.
    (0)

  6. #66
    Player
    DreamWeaver's Avatar
    Join Date
    Oct 2013
    Posts
    351
    Character
    Lucidia Dreamweaver
    World
    Tonberry
    Main Class
    White Mage Lv 70
    What if Cure III provides a shield component in addition to the heal compo......oh wait, wrong class XD.

    In all seriousness tho, if a change is required for Cure III, I would prefer if they change the "Overcure" trait instead, instead of critical, maybe make the next Cure III instant cast, duration 30 second or something? (Yes, I am extremely jealous that Scholars get Lustrate, bite me ;_; ).

    I say this because, of the many times I used my Cure III, 90% is coupled with Swift Cast, reason being, I want my Cure III to trigger at that exact moment when the Stars aligned (aka everyone I wanna heal is within range) and not 2.5 seconds later, where people probably already ran away, oh and it can be our Lustrate as well!!
    (0)

  7. #67
    Player
    Sheapy's Avatar
    Join Date
    Sep 2013
    Posts
    48
    Character
    Sheapy Exylius
    World
    Gilgamesh
    Main Class
    Blacksmith Lv 50
    Maybe a slight tweak to WHM mana usage. Atm it doesn't feel like the mana consumption between SCH and WHM are currently balanced. Same thing with threat. I don't think I've ever pulled threat on a Scholar even when I'm spamming Succor with the intent to pull threat.
    (0)
    Last edited by Sheapy; 12-10-2013 at 07:32 PM.

  8. #68
    Player

    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    324
    TL;DR
    - PoM is 'okay' +3seconds would be appreciated for better impact.
    - Cure III is fine, don't change it.
    - Enmity gain from Cleric+Holy too high for damage trade-off. EDIT: Mana costs already massive incentive not to spam! Don't punish us twice!
    - Added utility would be nice

    PoM is my alternate to Divine seal. If DS runs out and still under-curing, PoM. Only reason it isn't main choice is cooldown/impact is imbalanced. +3seconds?

    Cure III is a fantastic skill and I believe it is balanced perfectly.
    If I've pulled too much enmity, stand next to tank and target myself using Cure III to heal both of us. VERY useful skill. If people really do hate it so much, potentially increase yalm by +1.

    Holy enmity to be reduced please.
    Finding it hard to play Cleric Stand DPS (Heart phase, WP runs...)

    Doesn't SCH already get haste?

    Raise II? Or not because of LB?

    Accuracy buff spell? Increase accuracy 10% & Damage dealt by 5% for 10s?

    Additional water based spell. 2stone, 2air, 1water.
    (0)

  9. #69
    Player
    RaijinkenXIII's Avatar
    Join Date
    Oct 2013
    Location
    Lavender Beds
    Posts
    73
    Character
    Raijinken Yggdrasil
    World
    Ultros
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by UlricCraft View Post
    Holy enmity to be reduced please.
    Finding it hard to play Cleric Stand DPS (Heart phase, WP runs...)
    You should be using Shroud of Saints right after getting aggro and you won't have a problem with WP runs.
    (1)

  10. #70
    Player

    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    324
    Oh I comprehend the -enmity +mana regen component, but it's on 180second cooldown.
    It gives roughly 1,000 mana and cuts enmity by 50%.

    It costs ~500mp when I've got something like ~4500mp total
    So roughly looking at ~11 casts maximum there.

    My problem isn't that I'm gaining enmity, my problem is the rapid speed in which I gain enmity.
    For instance, a BLM can cast 11 spells and still be sat on yellow comfortably.
    A WHM will accumulate red within 5.

    This isn't a serious problem, but I think it would be nice to have a slightly reduced enmity gain for the DPS WHM dishes out.
    I'm absolutely fine as it is, because it just makes you think more and carefully balance your skills, but quality of life!
    The mana constrictions alone are the reason it doesn't work to spam 11 holy, being red also is a kick in the teeth.
    (0)

Page 7 of 10 FirstFirst ... 5 6 7 8 9 ... LastLast