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  1. #11
    Player
    Bellybell's Avatar
    Join Date
    Nov 2013
    Posts
    162
    Character
    Bella Chia
    World
    Tonberry
    Main Class
    Conjurer Lv 100
    keeping up MedicaII not only actively generates your enmity, it's also a loss for it's upfront heals so :x
    not to mention that's mean WHM will be using a spell while it might not even need, more MP waste for no reason
    (2)

  2. #12
    Player
    CalvatE's Avatar
    Join Date
    Aug 2013
    Posts
    326
    Character
    Lil Muffins
    World
    Tonberry
    Main Class
    Conjurer Lv 63
    Quote Originally Posted by Kelberos View Post
    Would it make sense to use Medica 2 more often then?

    As a softener before the a raid wide damage - treating it like Succor's AOE shield (CMIIW).... casting it proactively instead of reactively after the damage? Or even having it up almost close too 100% of the time? Or would aggro be an issue?

    And bloody hell... 30 seconds.
    I wish it was a 'passive' regeneration too (since I figured that's what they were going for), but the Medica 2 does a 200 potency heal straight up(as opposed to 300 for Medica I).
    You'd be wasting the 500 or something heals it tosses out if you just used it for the regen effect.
    (0)

  3. #13
    Player
    Seikijin's Avatar
    Join Date
    Dec 2013
    Posts
    18
    Character
    Seikijin Zangeif
    World
    Moogle
    Main Class
    Conjurer Lv 50
    If it was me I'd turn Medica II into a HoT and remove all initial healing and leave it for medica I. Or give it an additional effect on ticks to make the next medica I an instant cast. Give us something... anything D:
    (3)

  4. #14
    Player
    WhoIsTheGuest's Avatar
    Join Date
    Aug 2013
    Posts
    85
    Character
    Lunariel Crystal
    World
    Masamune
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by NoobJu View Post
    What about the crit chance of each tick of regen? Since it is 50 potency now for 30 seconds, compared to 100 potency for 15 seconds, we can do the math.

    Approximate crit chance at 410~ ish crit rating is 10%

    Using that, mathematically we have a bigger chance of getting better overall healing compared to 2.0 medica ii, since it is 10 ticks now, and probability wise we should get at least one crit from those ticks.

    Just trying to give a different perspective since everyone seems bummed or finding a reason to be bummed about the Medica II change
    Doesn't work this way.
    Thus far, all Damage/Heal over time works this way:
    - If you crit on-cast, every tick is crit.
    - If you do not crit on-cast, every tick is not crit.

    So, no, it's the opposite: now since you are casting less (since it works for longer duration), crit chance over time is lowered.
    (1)

  5. #15
    Player
    whoopeeragon's Avatar
    Join Date
    Mar 2011
    Location
    Navigator's Glory
    Posts
    1,245
    Character
    Azarim Erro
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by WhoIsTheGuest View Post
    Doesn't work this way.
    Thus far, all Damage/Heal over time works this way:
    - If you crit on-cast, every tick is crit.
    - If you do not crit on-cast, every tick is not crit.

    So, no, it's the opposite: now since you are casting less (since it works for longer duration), crit chance over time is lowered.
    Err, source?

    Because I've had Regen ticks crit on a non-crit cast.
    (2)

  6. #16
    Player
    Eriane's Avatar
    Join Date
    Sep 2013
    Posts
    147
    Character
    Ire Valkyr
    World
    Siren
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Kelberos View Post
    Would it make sense to use Medica 2 more often then?

    As a softener before the a raid wide damage - treating it like Succor's AOE shield (CMIIW).... casting it proactively instead of reactively after the damage? Or even having it up almost close too 100% of the time? Or would aggro be an issue?
    No it would not make sense.

    There are very few encounters that have small sustained aoe raid damage, maybe turn 2 in coil. But Sch succor deals with it fine and they really don't have enmity issues or mana issues. Its not like turn 2 wasn't getting done because the raid lacked aoe healing, and depending on the path tanks may have less threat anyway which furthers the argument that sch succor is the better choice in that instance.

    As a healer, how often do you leave people not topped off for 30 sec. You don't, or the other healer won't. Then its just overhealing.
    (1)

  7. #17
    Player
    Raminax's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    756
    Character
    Shinonome Sanada
    World
    Phoenix
    Main Class
    Conjurer Lv 92
    Yeah, I remember the same idea from the Dragoon discussion thread regarding Life Surge and Chaos Thrust, but it was shot down after some quick testing. Doubt heals are any different.
    (0)

  8. #18
    Player
    Kako0404's Avatar
    Join Date
    Sep 2013
    Posts
    91
    Character
    Kakoo Onionhead
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    I'm just uncomfortable having a Regen tick for 30 secs. It's actually harder to manage enmity (as supposed to the less hp = healed less enmity argument which is off based for any skilled healers) if adds or subsequent pulls are being conducted when you have a 30 sec tick happening.
    (3)

  9. #19
    Player
    CalvatE's Avatar
    Join Date
    Aug 2013
    Posts
    326
    Character
    Lil Muffins
    World
    Tonberry
    Main Class
    Conjurer Lv 63
    Quote Originally Posted by whoopeeragon View Post
    Err, source?

    Because I've had Regen ticks crit on a non-crit cast.
    Likewise, never, ever, had a critted HoT which made every tick a crit as well.
    (0)

  10. #20
    Player
    DreamWeaver's Avatar
    Join Date
    Oct 2013
    Posts
    351
    Character
    Lucidia Dreamweaver
    World
    Tonberry
    Main Class
    White Mage Lv 70
    1 thing everybody seems to have overlooked about the 2.1 patch is the tanks have better enmity generation now.
    while this is PURELY CONJECTURE, maybe now WHMs can have an uptime of 100% for the 50 potency regen, slapping a regen on a tank, means he'll enjoy a 200 potency heal every 3 seconds.

    Reason for wanting to do this? I have no idea, but there's something strangely comforting about knowing everyone will be having a 50 potency regen for the entire fight
    Problems? MP, nuff said, as well as fights where adds will spawn midway the fight (aggro straight goes to you)
    (1)

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