I thought it was a shout out to these guys.
Neither really make much sense in an FF context, though lol


I thought it was a shout out to these guys.
Neither really make much sense in an FF context, though lol
It seem like SE taking final fantasy tactics approach. Cure 1 = regular heal. Cure 2 = strong heal. Cure 3 = AoE heal. Cure 4 = strong AoE heal. If you follow this. By spamming cure 3, you can proc cure 4 which will result in small area massive AoE heal. I doubt it will be 800 potency. More like, 650 potency.

take the cheese from the Illuminati goblin? this game tell you who they with just by names and symbols



I don't think that would be a good approach for a healer. Mostly because chances are encounters would be balanced around your access to Cure 4, so putting it on a proc creates inconsistency which is something you really don't want on a healer. If you don't balance fights around WHM having Cure 4, that would either make WHM OP in raid content (as in considerably better healing throughput compared to AST/SCH) or make the spell itself trivial (sort of how Cure V was in FFXI since it healed for such a great amount and cost so much MP that most WHMs considered it a waste of MP because Cure IV was more efficient).
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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