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  1. #31
    Player
    vpc's Avatar
    Join Date
    Aug 2013
    Posts
    117
    Character
    Alphard Alshua
    World
    Ultros
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by reality_check View Post
    AoE healing was a complete joke prior to this nerf. One medica 2 was enough to take a group from 10% health to 100% health in a matter of seconds.
    Not even sure how to respond to this. Are you saying Medica 2 nerf was justified? Perhaps SCH deserve a lot of nerfs then since they can take a tank from the same amount and do that every minute without using MP. All this patch did was give WHM more MP issues
    (7)

    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.

  2. #32
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Even post-patch I still haven't found any good reasons to want to use Cure 3. The radius is still awful, the proc never comes when it's needed and the MP cost is too high without it. I usually cast Medica II and then follow with Medica. It's ridiculously expensive, but it's the only way to guarantee that everyone actually gets healed without spamming individual Cure 2's on everyone.

    Honestly, I doubt if anyone at SE actually played the class post-nerf to see if it was still viable.
    (4)

  3. #33
    Player
    Nofacekiller's Avatar
    Join Date
    Nov 2013
    Posts
    85
    Character
    Noface Killer
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    I think it's a little excessive to imply that WHM might not be viable.


    Us being optimal on the other hand is in question right now.
    (1)

  4. #34
    Player
    Euphe's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Euphe Liefe
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    My idea for a new Cure III mechanic. I'm trying to build up support for them to implement this method so please give feedback!

    http://forum.square-enix.com/ffxiv/t...Please-Read%21
    (0)

  5. #35
    Player
    Euphe's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Euphe Liefe
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    My other idea to help with MP management (haven't suggested it yet because I'm unsure about it):

    Possible Ability that can help with MP management!

    Sanctum:
    Cast: Self/Cast Time: Instant/Duration: 30min
    Info: Grants the caster the ability to regenerate 10% of the health over-healed on a target back as mana.

    I did 10% because it's a fair number. I don't believe it would "break" mechanics too much. I did consider 5% however, but the idea is get some returns from an over-heal and 5% seems like it is too low considering that most of us have 4k MP now anyways. To put it in perspective a 1k over-heal would only return 100MP. That's not even a full return from casting Cure I... So that is why I say it's "fair".

    This wouldn't make WHM too OP would it?
    (0)

  6. #36
    Player
    Jarlax's Avatar
    Join Date
    Aug 2013
    Posts
    150
    Character
    Jarlax Gennocide
    World
    Ultros
    Main Class
    Conjurer Lv 50
    I think perhaps 1 or 2 more y would be perfect, I have been trying to implement it, the easiest way I found was test the range in a party by targeting yourself, then when I use cure III I cast it onmyself and use my character to center on the other players, but even like this it is a little to small, getting better, but If I stand behind the boss and cure III myself I want to be able to hit the tank as well as all the melee and myself, could I beg SE for another Y or 2 on cure III or just give me a targeting redicle like place pet?
    (1)
    Last edited by Jarlax; 12-21-2013 at 09:35 AM.

  7. #37
    Player
    Umero's Avatar
    Join Date
    Aug 2011
    Posts
    283
    Character
    Mero Mero
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    all they should do is simply increase the range of Cure III.
    (0)

  8. #38
    Player
    Euphe's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Euphe Liefe
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Jarlax View Post
    I think perhaps 1 or 2 more y would be perfect, I have been trying to implement it, the easiest way I found was test the range in a party by targeting yourself, then when I use cure III I cast it onmyself and use my character to center on the other players, but even like this it is a little to small, getting better, but If I stand behind the boss and cure III myself I want to be able to hit the tank as well as all the melee and myself, could I beg SE for another Y or 2 on cure III or just give me a targeting redicle like place pet?
    My suggestion would give us the choice of holding the heal until people were in range of each other or we could drop it on their heads right away. Either case this would help solve the radius problem IMO. This would also give WHMs a new "fun factor" to play around with.

    http://forum.square-enix.com/ffxiv/t...Please-Read%21
    (0)

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