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  1. #101
    Player
    Bigpurpleharness's Avatar
    Join Date
    Sep 2012
    Posts
    256
    Character
    Alaik Ropaire
    World
    Excalibur
    Main Class
    Conjurer Lv 80
    As Al said, before it yielded X potency in Y time. Now it delivers X potency in Y*2 time.

    I'm going to say it's actually a bit worse than that since there's really no situation that requires a 30 second, weak regen. Far more of that is now going to be overheal compared to before. Cure 3 is still going to be underutilized. You'd be better off dropping cures for the freecure procs. Of course, if ONLY the melee are hit by something and GCDs are more of an issue than MP, cure 3 will be usable a bit more. Otherwise, it's still in the same boat as it was before - better off STing cures, or using medica.

    I've personally found my SCH much easier and efficient to play, and with the ability to control the AoE regen now... I think I may finally make the switch.

    Doesn't really matter though, I found both fun to play, these changes just let me justify swapping even with the invested myth. lol
    (3)

  2. #102
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by MBTL90 View Post
    And you wonder where I saw people complaining about Medica II? The situations where you could afford to wait for a singular medica II to top everyone else off, but now no longer can due to the nerf are few and far between. Either you were quing up another heal, or the regen didn't matter all that much anyways.
    The Regen was the main reason I would ever cast Medica 2. Assuming you're not new to the job you already know that it's a powerful regen, capable of restoring your party to full HP in fairly quick time. Medica II > Medica 1 with full regen ticks, and is the reason it's so useful. Take away that powerful regen and you lose the greatest asset it provides.

    Quote Originally Posted by MBTL90 View Post
    Btw, I was referring to the range increase/cast decrease on cure 3, not the proc. Cure 3 is insanely efficient if you are hitting your whole raid with it. Even at 6 yards it still will be really hard to use effectively, but at least it might be worth trying now.
    It's still junk. The radius won't hit anyone but the tank on anything worth a dime. Most boss fights where AoE is most useful, people are usually spread out to avoid damage. Only in rare circumstances has Cure 3 ever been useful, and this radius buff is too small to make a difference.
    (0)

  3. #103
    Player
    KahnMeido's Avatar
    Join Date
    Oct 2013
    Posts
    30
    Character
    Kahn Meido
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    A few things I'm just utterly clueless about:
    -Making thunder BLM only minus a cross class slot
    -Virus change(will only be used by a sch or smn now...no need to cross class this now for any raid)
    So what am I supposed to cross class now?? Ruin?Physik?blizzard?why do i need a 50 potencty aoe? /boggle
    I now have 3 cross class skills just remove the other two slots...
    -Overcure:The Mp reduction serves no purpose really. In reality the need to cast this will never line up with the proc at a 15% chance. Whm healing becomes even more boring.
    Cure 3 radius:will still likely not hit more than your intended target due to server lag, people sneezing and moving out of it's range.
    -Medica 2: Not a huge deal but at the same time there's no need to have a 30 sec regen in the game. 15s was fine...30s is just...I don't really know
    -Holy: I don't care and this was expected.
    Sch healing remains exponentially more involved and skill based with a larger less situational toolkit.
    (2)

  4. #104
    Player
    Eikko_Fenrir's Avatar
    Join Date
    Sep 2013
    Posts
    21
    Character
    Greatmage Vivi
    World
    Famfrit
    Main Class
    Arcanist Lv 60
    I don't think they "nerfed" Medica II, I think it was SE's way of helping WHM to actually use the spell w/o pulling threat and dying or having to spam Shroud right after casting it. The 30 sec increase vs the old 15 sec sounds real good to, means u dont have to worry about re-applying this HoT and can focus on Regen or Medica I'ing the group if u need aoe healing. As for the Holy nerf it sucks, but having that much power in an aoe that u can spam and have do multiple stuns to most dungeon mobs, I'd have to agree it was a bit overpowered for a healing class to have. It could of been worse they could of gave us a BLM Freeze equivalant of an aoe...
    (0)

  5. #105
    Player
    CalvatE's Avatar
    Join Date
    Aug 2013
    Posts
    326
    Character
    Lil Muffins
    World
    Tonberry
    Main Class
    Conjurer Lv 63
    Quote Originally Posted by Eikko_Fenrir View Post
    and can focus on Regen or Medica I'ing the group if u need aoe healing.
    ...

    What? I only know of one time in the whole game I ever had to use Medic I & II together and that's for Titan's stomping. If you're using Medica II then I together you're not being very efficient.
    (2)

  6. #106
    Player
    vpc's Avatar
    Join Date
    Aug 2013
    Posts
    117
    Character
    Alphard Alshua
    World
    Ultros
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by CalvatE View Post
    ...

    What? I only know of one time in the whole game I ever had to use Medic I & II together and that's for Titan's stomping. If you're using Medica II then I together you're not being very efficient.
    ^^ SO much this
    It's as if people think WHM have the mana management of SCH
    (2)

    The most beautiful man to grace the Final Fanty, attractive and goodlooking girls please send me a message in game. Must be attractive and goodlooking. Thanks.

  7. #107
    Player
    Menae's Avatar
    Join Date
    Oct 2013
    Posts
    239
    Character
    Menae Dulanis
    World
    Gilgamesh
    Main Class
    Conjurer Lv 70
    A better way to look at Medica 2 nerf is instead of pretending you even CAN spam it, pretend it's a cooldown of 15 seconds less your cast time. Except now it's a cooldown of 30 seconds less your cast time. It's a straight nerf for AoE HPS. And please don't tell me that it's to help our aggro - that's like saying you are helping EDIT: SMN enmity problems by halving DoT potency and doubling duration. It's technically true but makes the class weaker. Heck, in our case it's not even technically true; I'd argue it makes the spell more likely to pull hate by reducing times you can cast it without screwing up an add spawn. You can use Medica in turn 4, but only for the first half of each phase! Super!

    Situations where Medica 2 will now be less useful - how much less useful remains to be seen, but less useful:

    Titan stomps
    Turn 1 split - you can use it to heal both tanks as a GCD efficient heal
    Turn 2 first core and ADS - ticking damage. (Might be fine with new Medica 2)
    Turn 4 Enrage
    Turn 5 Fireballs/Conflag
    Any time you need to heal AoE damage quickly and expect more coming shortly.
    Any time you need to heal AoE damage and move.

    I'm not thrilled with the change, you might understand. But it's okay! Now I can cast Cure 3 slightly more often than never!
    (2)
    Last edited by Menae; 12-16-2013 at 04:17 PM. Reason: Bije I changed it JUUUUUUST for you.

  8. #108
    Player
    Ashira's Avatar
    Join Date
    Dec 2013
    Posts
    223
    Character
    Ashira Lockhart
    World
    Cerberus
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Menae View Post
    Situations where Medica 2 will now be less useful - how much less useful remains to be seen, but less useful:

    Turn 2 first core and ADS - ticking damage. (Might be fine with new Medica 2)
    Turn 4 Enrage
    Turn 5 Fireballs/Conflag
    Honestly, I love this change. It's actually more effective in a lot of cases, since you have to cast it less; saving more time for other heals. Turn 2 you now need to cast it half as often, since before it was overhealing until the next tick of vacuum wave. Turn 4 you can now cast it once, the continue to Medica spam for the next 30 seconds. As for Fireballs, you were better off using Cure III even before the buff; now it's even more viable for that phase.
    (0)

  9. #109
    Player
    Bellybell's Avatar
    Join Date
    Nov 2013
    Posts
    162
    Character
    Bella Chia
    World
    Tonberry
    Main Class
    Conjurer Lv 100
    I seriously don't understand why ppl on and on about 30 seconds while the actual matter will happen in only 5-10s frametime and things will just died down until next rotation to come, and those extra second will only waste overhealing fullHP members all the way down the drain
    maybe only T2 might be viable, still need to see if it has enough potency tho, i just can't think of anything else new MedicaII could proof useful

    we used MedicaII to topped people HP up before things settle down, like in T4 beginning of each phrase before the MT and OT grabbing everything to themselves perfectly which most likely 10s top. the rest 5s-ish will be just to fills someone HP up if there actually is someone not yet filled

    and HoT so little it can't be relied on healing raid while help healing tanks at the same time

    Quote Originally Posted by Ashira View Post
    We'll see what the new encounters provide. It's a buff in regards to enmity generation and duration. For enrages you now only have to cast it every 30 seconds rather than every 15, leaving more time for, the more potent, Medica.
    seriously, if T4 enrage ever go on more than 15s, I'm gonna need slap our dps faces
    (1)
    Last edited by Bellybell; 12-16-2013 at 04:49 PM. Reason: obviously the quote

  10. #110
    Player
    Ashira's Avatar
    Join Date
    Dec 2013
    Posts
    223
    Character
    Ashira Lockhart
    World
    Cerberus
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Bellybell View Post
    I seriously don't understand why ppl on and on about 30 seconds while the actual matter will happen in only 5-10s frametime and things will just died down until next rotation to come, and those extra second will only waste overhealing fullHP members all the way down the drain
    We'll see what the new encounters provide. It's a buff in regards to enmity generation and duration. For enrages you now only have to cast it every 30 seconds rather than every 15, leaving more time for, the more potent, Medica.
    (0)

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