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  1. #1
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
    Posts
    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60

    The medica 2 nerf basically forced us to use cure3

    I think this was the intention of the nerf.

    Cure 3 still not an option for alot of fights that punish stacking and medica can also be used just fine instead for content .

    In the next patch SE need to reduce the base mana cost and bring back critical hit over-cure. Tying the proc to cure 2 means we rarely see it. Sometimes if we do. The duration runs out.
    Or how about tying the proc to medica 2's regen ticks? Like 10% chance each tick may give you the overcure buff.

    So whm healing now unfairly costs so much more mana then scholar. Why? we have much less utility and scholar is required for fights much more then a whm is.
    (6)
    Last edited by sharazisspecial; 12-18-2013 at 08:20 AM.

  2. #2
    Player
    Splorch's Avatar
    Join Date
    Dec 2013
    Posts
    35
    Character
    Splorchess Tictac
    World
    Adamantoise
    Main Class
    Warrior Lv 100
    (1)

  3. #3
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
    Posts
    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Splorch View Post
    How exactly is this a "You don't say"?

    Yoshida spouted complete BS when he said he wanted to buff us. Because he didn't, he nerfed medica 2 so we'd be forced to use cure3 since medica2 ticks are not enough to heal up people to full before the next aoe.

    Healing with medica 2 was easier then healing with cure3. Not to mention how mana efficient it was.
    Cure 3 doesn't work for half the fights and hasn't got the best Hp per mana. Nor will we see the new overcure proc when we need it.
    (10)
    Last edited by sharazisspecial; 12-18-2013 at 08:30 PM.

  4. #4
    Player
    Tlamila's Avatar
    Join Date
    Sep 2013
    Posts
    1,469
    Character
    Ainslie Tinley
    World
    Omega
    Main Class
    Paladin Lv 90
    New way to make people use a terrible skill: kill the alternatives. Way t go!
    (14)

  5. #5
    Player
    SirGazuntai's Avatar
    Join Date
    Nov 2013
    Posts
    172
    Character
    Sir Gazuntai
    World
    Moogle
    Main Class
    Thaumaturge Lv 50
    They should have made healing similar to BLM in the sense that spamming Cure I was your go to heal, but you had a 20% proc that Cure III would be instant with no MP cost. The difference here being that you'd have to try and keep the proc for a specific time, but still use it before it ran out or hope for another one by the time it's needed (similar to how BLM eat Firestarter procs). Cure II being a plain AoE healing spell and keeping Medica I and Medica II the way they are now and give Cure II a 50% chance to make Medica II instant and require no MP. Only reduce Holy if you're going to reduce MP cost too.

    Then again, this comes from a BLM who is used to such a playstyle and isn't in any way shape or form anything related to balancing MMO's. This is just similar to how I thought it was going to be when I skimmed over the patch notes until I realized Cure II was the one that caused the proc. Don't want classes to be too similar, but a White Mage and a Black Mage are so similar in other Final Fantasy games, which each effect just switched from healing to damage, and vice versa.

    (I'd also love to cast cure on skeletons to cause damage... just for old-times sake. Even just once...)
    (1)

  6. #6
    Player
    Splorch's Avatar
    Join Date
    Dec 2013
    Posts
    35
    Character
    Splorchess Tictac
    World
    Adamantoise
    Main Class
    Warrior Lv 100
    They should have just removed Cure III and given us a SS II that is maybe a bit costly but ss's the group. That way I don't have to spam it 8 times over every time I zone into/wipe a raid instance, not to mention would give us the ability to prepare for impending disasters should the other healer go down at an inopportune time.

    And to the "You don't say". If an ability is highly efficient both in cost and HPS and you (as a developer) are trying to make another skill fill that niche slot how do you achieve that. You nerf the efficiency of the previous skill and then candy coat it by advertising that players, WHM's in this case, now have more "options". This has been done on almost every single MMO since the dawn of time, and if you played as many of them as I sadly have (yup, no life after hours) then it would be obvious.
    (4)

  7. #7
    Player
    Nofacekiller's Avatar
    Join Date
    Nov 2013
    Posts
    85
    Character
    Noface Killer
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    Cure III range is still too small.
    (7)

  8. #8
    Player
    Noxe's Avatar
    Join Date
    Nov 2013
    Posts
    53
    Character
    Nox Arcana
    World
    Behemoth
    Main Class
    Scholar Lv 60
    Quote Originally Posted by sharazisspecial View Post
    I think this was the intention of the nerf.
    ...
    I agree with you, I found myself forced to use Cure III without a proc in certain situations last night when downing turn 5, like when a fireball hits and a conflag is just about to come, i felt like i needed to use Cure III to give everyone enough hp to be able to go into a conflag and not die.. Before that I could use Medica II and it would be more than sufficient.

    I also did find myself struggling a bit more than usual with mana-- part of that could also be less virus's on death sentence tho
    (4)

  9. #9
    Player
    Syncness's Avatar
    Join Date
    Aug 2013
    Posts
    108
    Character
    Wexism Sync
    World
    Tonberry
    Main Class
    Conjurer Lv 50
    Honestly, I've never found Medica2 to be more useful than Medica1. The only time I ended up using Medica2 was for my first turn4 kill a very long time ago, and I had to group it with Shroud to avoid threat issues. Medica just does everything Medica2 does better.

    For Twin, it's just Cure3 pre-cast once fireball shoots.

    Titan (which I cbf doing anymore), Medica1 should be suffice if your SCH throws a Succor.
    (1)
    Wexism Sync - Tonberry (JP) - Eikon
    http://www.xivarmory.com/character/2501717

    WHM Healing Spreadsheet
    http://forum.square-enix.com/ffxiv/threads/107651-WHM-Healing-Spreadsheet

  10. #10
    Player
    Euphe's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Euphe Liefe
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Nofacekiller View Post
    Cure III range is still too small.
    I agree with this statement. I initially thought that the +2y increase would be enough but it's not. I ran Haukke HM this morning and on the final boss my two dpsers (ranged) were stacked on me the whole time. Even though we were within radius of Cure III (which I did rely on) if they decided to move a little too far away it would miss. Forcing me into using Cure II to get their HP up high enough before the next rain. I hope in later updates they push it up to 10y. That's still not on par with Med I and would give room for slight error in team placement.
    (0)

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