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  1. #11
    Player
    Euphe's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Euphe Liefe
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I don't know if there is a mechanic that you can turn on in character config that shows the radius of your own spells or not. If it doesn't exist then it should be added to help us healers with judging distance. It's challenging (for me at least) to judge the radius of a 6y heal while in the heat of battle. Using Med II on final boss would cause the adds to come right after me and put unnecessary stress on my tank (which I apologize to btw). Again I figured the reduction on HoT pot. would make it work differently but it is still producing aggro issues if used incorrectly (which I did use it incorrectly).
    (2)

  2. #12
    Player
    Nazzo's Avatar
    Join Date
    Sep 2013
    Posts
    25
    Character
    Gio Nazzo
    World
    Ultros
    Main Class
    Conjurer Lv 50
    I'm actually fine with the 6y radius of Cure III, that's not what bothers me.

    What bothers me is that it's so hard to utilize an Overcure proc when you happen to have one, or, attempting to get an Overcure proc without wasting MP in the process.

    It's just not fun having to cast a 505 MP heal that has no additional effect and already requires people to stack on top of one another. At least in the rare circumstance when you do have an Overcure proc, and you actually need to use Cure III, and people are fairly stacked, it feels pretty good. It just doesn't happen often enough.

    Overcure proc chance needs to be buffed to 25% or so, or the effect itself needs to be changed, yet again.

    Reducing the base MP cost of Cure III to 399 would also work, and make having to cast it without a proc less of a bitter pill to swallow.
    (1)

  3. #13
    Player
    Euphe's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Euphe Liefe
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I suppose 10y would make it too easy... I'm ok with 6y but meh. Regardless the reduction to 399mp would make sense since Cure I is 133 and II 266... It would scale it in accordance. Then they could just change the proc back to the way it was or keep it the same (wouldn't matter so much anyways. I'm going to have to work on my Med II usage still. I mean later on once the level cap rises what are they gonna do for Cure IV? Make it cost 890MP-1200MP (lol)?
    (0)

  4. #14
    Player
    Astrolia's Avatar
    Join Date
    Aug 2013
    Posts
    85
    Character
    Astrolia Sonne
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    No time limit on the Overcure proc is the only thing that would make me happy about using Cure III right now....

    What I would actually like to see is a channeled AOE spell. That would be interesting, different and could replace Cure III and/or Medica II (now that it is weak). I know there isn't even a chance, but another interesting mechanic that I have always loved is Prayer of Mending from holy priests in WoW. Would really like to see that. It could be modified to only jump to people within a shorter distance, as in melee only when initially cast on melee, etc. Just some ideas that SE would never look at.
    (1)

  5. #15
    Player
    Luso's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    295
    Character
    Sally Syrup
    World
    Sargatanas
    Main Class
    Ninja Lv 60
    I like the medica II change. Personally, my medica II heal does enough and the regen lasting longer is very nice.
    (1)
    Adventure, that's the life for me!

  6. #16
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
    Posts
    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Luso View Post
    I like the medica II change. Personally, my medica II heal does enough and the regen lasting longer is very nice.
    Imo Medica 2 nerfed regen effect feels really useless for alot of the new fights . Well useless isnt the right word. Every little helps when it comes to healing. But the ticks are too small to make a significant difference. All it really does it save you casting another spell. I mean i could easily live without it now , i dont think it ever saved anyone.
    Medica 2 saving grace now is its 20 yard range.

    Its much better for randoms in duty finder who will run away from your cure3/medica. I mostly just do hard content with my fc who will group up when they need heals. Its good for fights like ultima too.
    (2)
    Last edited by sharazisspecial; 12-19-2013 at 08:59 AM.

  7. #17
    Player
    Euphe's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Euphe Liefe
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    It occured to me within the last hour or so... but in regards to Cure III. If you guys can recall during some quests you would be given bombs to throw on specific objects or creatures. When clicked it would make a little circular field on the ground and would have a range to it along with a radius. I think if they did that for Cure III it would make it even more viable of a spell. That way instead of just clicking the target and casting; hoping that it will hit others around that player you could place in at any location within range. Even if they are on the perimeter of the radius it would still hit them and "feel" like it were reaching further. I would LOVE to see that implemented. It would add variety while keeping to the same spell mechanics. As for MP management a reduction to SoS' cast would be /welcome, but I'm not gonna get greedy...
    (2)

  8. #18
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
    Posts
    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Euphe View Post
    It occured to me within the last hour or so... but in regards to Cure III. If you guys can recall during some quests you would be given bombs to throw on specific objects or creatures. When clicked it would make a little circular field on the ground and would have a range to it along with a radius. I think if they did that for Cure III it would make it even more viable of a spell. That way instead of just clicking the target and casting; hoping that it will hit others around that player you could place in at any location within range. Even if they are on the perimeter of the radius it would still hit them and "feel" like it were reaching further. I would LOVE to see that implemented. It would add variety while keeping to the same spell mechanics. As for MP management a reduction to SoS' cast would be /welcome, but I'm not gonna get greedy...
    Our mana efficiency has gone way down with the medica 2 nerf and new reliance on cure3/double medica. Some sort of mana buff would be fair compensation.

    A reason for it could be even though the other healer is needed is irreplaceable. They can choose to forgo all piety gear and still have no mana concerns even without healing efficiently. SE seem to be trying to make the healers equal. But currently this is an imbalance between them.
    (2)
    Last edited by sharazisspecial; 12-19-2013 at 10:43 AM.

  9. #19
    Player
    Jyoeru's Avatar
    Join Date
    Sep 2013
    Location
    Dallas, TX
    Posts
    304
    Character
    Jyoeru Zaberu
    World
    Faerie
    Main Class
    Conjurer Lv 50
    If you're waiting until the damage hits for Med II, you're doing it wrong. It works the way it does now to ease up on hate generation. Basically, we can now preventatively heal. Cure III is a good melee heal. If you're in a dungeon, meh. Unless stacked on Siren. If you're in a raid, then Cure III will certainly have a place.

    Sure, it's still a meh heal. We just need to get used to new mechanics is all. And I agree, an AOE SS would be nice.

    EDIT: Cure III has 550 potentcy, so I wouldn't dismiss it too much. It's just a little screwy, unless you use it as a situational heal and that was what was intended.
    (0)
    Last edited by Jyoeru; 12-19-2013 at 03:15 PM.

  10. #20
    Player
    CalvatE's Avatar
    Join Date
    Aug 2013
    Posts
    326
    Character
    Lil Muffins
    World
    Tonberry
    Main Class
    Conjurer Lv 63
    Wait until you all get into Titan Extreme. Medica II just doesn't cut it there.
    (1)

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