You need to learn and so do they. I didn't say Conjurers were the only ones who need to change their way of thinking. Tanks need to understand that the days of having a constant shower of cures are over.
You want to talk numbers? Because im all for numbers!
Okay, news flash. I can cure ONE person at a time with my 75mp Cure II. It heals an average of about 300 HP. Solo I take roughly 100 damage per hit from a monster of average strength. Enemy skills deal anything from 150-200 damage, not counting 1000 needles from cactuars. My gear is not below par and my maximum HP is around 640, but only via spamming vitality like its going out of fashion (Since most of the other stats have virtually zero effect anyway, I figured HP was a good alternative to 0.001 extra damage points on Thunder).
In order to survive an encounter while healing a group I need to perma-spiritbind (halves MP costs) rendering me unable to back away from enemies (and therefore, unable to move out of AoE distance if the mob closes in) and it still leaves me with a very lengthy period of waiting around after fights in order to recover lost MP. There is no way this is balanced! Siphon MP gives me barely enough for a single cure if im lucky, and the difference between casting it on living or dead opponents isn't very apparent. I sometimes I get more MP on live targets than I do from dead ones!
The MP changes were necessary. Let me assure you I believe that they were sort-of going in the right direction with these changes. Mages should be more careful about MP conservation, and should not be able to perma spam AoE cures like they were pre-patch. However with the addition of Curaga and the removal of AoE toggling heal spells, a balance needs to be made to ensure we can still perform our jobs.
Funny how they felt the need to severely nerf healing, but not enhance the MP costs of nuking, enfeebling or buffing.
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