Erhm what about no? Never died cause of MedicaII, and if I ever had threat problems at all it was with bad tanks. And I sure got eventually more threat problems when spamming Cure/CureII then ever with aoe. I don't really see where all this "MedicaII was a nightmare for aggro and overheal" problem is...but I can really see them coming now, with such a long lasting HoT. Hell, I keep myself a lot from using Regen, because long lasting HoTs are hard to control...can't imagine now with new Med. Sure I never was in Coil, but I doubt such a place suddenly trasnforms the same skill into another one.
And please could you not posts spam? 3 in a row is really severe spam.
I have pondered this myself, and if I run the scenario in my head I usually wait until I think I wont overheal to use a medica II. Guess now I will just cast it sooner and counter the AoE instead of try to fix the AoE afterwards. Guess I will use Medica I like I always have just a little more often and a medica II to counter further AoE damage for the duration.
if one point of hate = one point of heal then the threat generation is the exact same as it was before, just less for longer.
The virus nerf as well as the bard 10% damage reduction ability nerf seems to me to be in direct response to why they had to adjust warriors. Yoshi mentioned that he didn't expect the community to bypass that mechanic with debuffs and the pally cooldowns. So now we have a nerfed Virus, bards don't have a 10% DR anymore, and wars still got the changes.
I can sort of understand where the cure III changes came from we said we don't use it even with overcure prior to this, we said that it's range was to small. Face it cure III is stupid OP and to increase its range to much would be game breaking. We now have a 50% MP cost reduction proc, still wont use it unless I have to, but I will play with tis range and see how well I can hit melee and the tank with it with the small increase.
I can say that I have played healers in other games, and SWTOR comes to mind where they literally destroyed a healer, this really isn't to bad.

The problem with balancing Medica II and Cure III is that whm cannot use spells with Regen affect without turning adds into red light so making Medica II regen 30 secs is asinine imo. We don't want our regens to last forever! Short and potent is much easier to manage. MP efficiency is rarely an issue for good healers late game so the Cure III buff/nerf (still couldn't decide) doesn't do enough to address the issue. Holy nerf doesn't surprise me being such a potent AOE spell that also stuns. It's already going to be quite broken if whm swiftcast+holy to chain stun in PVP. But again, a lot of MMO get ruined because the jobs got balanced so much for PVP they took away the PVE experience.
the proc change could be considered a nerf depending on what you wanted from the spell.
I used to use the crit proc on non cleaving mobs when i and a tank were hurt to top us both off in one gcd. The crit could probably be used similarly to fully heal fireball damage on twintania, but with its range it would definitely be hit and miss.
Last edited by AishaK; 12-17-2013 at 08:36 AM.

I sometimes think SE just wants us to only cure and nothing else
job is so boring at times and they go and ninja nerf holy just because
GL every caster in PvP brds will faceroll us all day

Nobody ever counted on a proc going off though, they were just nice to use when they were up; and I think most people would take the lower MP cost over the Crit. On a flipside to this, can you imagine the rage it would cause if they changed the Freecure proc from Cure to Cure II from no cost to certain Crit? WHM don't have an issue with keeping people up; their cures are potent enough, the only two problems a WHM will ever have are MP and threat generation.
This change at least gives WHM another way to conserve their MP.
Another note; if a tank had Awareness up during your Overcure proc prior to 2.1 it would have been useless.
it wont line up enough to make a significant difference, cure 3 will still be mostly unused save for certain situations (once again twin fireballs come to mind). It will be a random nice proc but i suspect most whm's will fall back on medica with medica 2 constantly ticking.
have you tried casting more than one cure 3? it chunks your mp ridiculously hard. Medica 2 feels more efficient because it continues to deliver its payload and gives you time to recover from its cost with passive regen. Cure 3 is just a frontload heal which then undoubtedly has to be followed with more healing. It ends up feeling much more expensive
I've probably tested cure 3 more than most whm's haha, i was constantly trying to find ways to make it work for me.

So in which scenario would you see this being used the most? MP efficiency is secondary when it is an emergency or if the healing isn't that intensive.it wont line up enough to make a significant difference, cure 3 will still be mostly unused save for certain situations (once again twin fireballs come to mind). It will be a random nice proc but i suspect most whm's will fall back on medica with medica 2 constantly ticking.
have you tried casting more than one cure 3? it chunks your mp ridiculously hard. Medica 2 feels more efficient because it continues to deliver its payload and gives you time to recover from its cost with passive regen. Cure 3 is just a frontload heal which then undoubtedly has to be followed with more healing. It ends up feeling much more expensive
I've probably tested cure 3 more than most whm's haha, i was constantly trying to find ways to make it work for me.
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