I hope they change cure 3 again soon
I hope they change cure 3 again soon
a 200 potency aoe stun is really sucky, you're absolutely right
Am i misreading? For some reason it looked like they're changing the freecure effect OF cure2.
My prediction: SE will keep war amazingly devastating in PvP so later down the line you must do lolPvE to get PvP stuff... and that will fix the 'lack of tank' issues. /pets cat.
I do too. I feel part of this change is to get WHMs thinking more about their AoE cures and figuring out which is the best to use in some situations. 6Y is nothing but still better than before. I hope they make it at least 8-10 in the end. So, you kinda get a cure for "all ranges" (Medica being 15 and Medica II being 20). I think the idea of Cure III ATM is for for a WHM to sit in the middle or Sacred Soil (or close to the middle) and use it so it clips everyone who's in the circle. Of course, that takes time and coordination.
This is kinda why I never liked the regen component of Medica II, actually, now that I've thought of this a bit more. What's the point of having a HoT component in the AoE when most destructive AoEs will destroy your party if they're not topped off? That's why I prefer Medica over Medica II, since that gets them to that "top off point" better (and then you get over heal concerns, which has been brought up already).
This is completely outta left field, but here's some food for thought:
Cure III - Change it so it applies a heal (say 100 potency) and applies a HoT of 75 potency for 18 seconds, make it something like 300 MP.
Medica II - Change it so it provides something like a 400 potency heal over 8 Yalms
Medica - Adjust to give it a 20y range and make it something like 250 potency
Now you have a heal for all situations and a cure III that actually helps normalize the TANKS damage when it's used.
Last edited by Ghishlain; 12-15-2013 at 03:14 AM. Reason: Addiing to post, most likely 1K limit
Still no reason to use cure 3 with what se's changes
Stacking is normally punished by encounter mechanics/or causing dps to move and do less dmg.
Putting a 15% proc on cure 2 is dumb too Who ever is designing whm is a bit clueless.
Last edited by sharazisspecial; 12-15-2013 at 03:21 AM.
It's kinda funny how this attitude is omnipresent now given back when XIV was first released, it was all the SCHs crying that the SE dev team favoured WHMs and literally almost nothing has changed from then to now except people learned how to play SCH more proficiently.
WHM toolkit and SCH toolkit both do different things, people will learn to make both toolkits happen as both are fairly well balanced at this time. Certain fights will favour certain healers or pairing of heals, that is no surprise, but as long as the fights continue to completable by a WHM / SCH pair, we're good to go.
Looking at the two... I don't understand why they nerfed Holy. ACN/SCH has an AOE through Bane, WHM's only AOE is Holy as far as I know. After the Nerf of Holy, how does holy's DoT compared to Bio-Miasma-Bio2-->Bane DoT? Yes the latter requires some setup time, but I'm just curious how the two stack up. To be honest Bane is part of the fun of playing SCH for me, WHM deserves to have some fun once they finally unlock Holy. (WHM 31, SCH 35, PLD 35 here)
could be because bane as a three target max spread with no stun. Still I'm a little disappointed as well. I'll probably go back to my sch as it was my main since they seem to have fixed the pet all the way and I considered the sch play style more fun anyway.
(WHM 50, SCH 50, etc etc etc.)
I believe the main reason for SE to nerf the HPS from Medica2 is because some whm would spam medica2 brainlessly with a team of 2+ bard for ballad non-stop.
That way, I believe it is not what SE intend for player to do so.
Anyway, plans and strategies now might have to change a lot, due to virus / rain of death / medica2 (lower HPS) changed.
One more reason is that SE might want us to use their higher HPS spell from Cure III since they 'buffed' this spell now :s
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