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  1. #1
    Player
    Ftail's Avatar
    Join Date
    Jul 2015
    Posts
    310
    Character
    Lilac Blackthorne
    World
    Balmung
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Mansion View Post
    Well, it is true even without overhealing. In a scenario where Cure III is more viable than Medica II (God Kefka's combo of Heartless Angel followed by Ultima upsurge for instance) ; you are healing with no overheal. Yet you give 25K-30K heal 8 times. In the beginning of a fight when agro has not been built properly yet, you will generate massive amounts of agro for sure. Buffing the potency of Cure III would make it worse. And that's just one special case, most of the time Medica II / Asylum is enough to heal party members. Even with a longer recast timer, if you can't deal with the agro yourself it's no use.

    Don't forget WHM has no agro reduction abilities in its kit, compared to AST sects and SCH's split with its fairy (and overall healing design). You only rely on Lucid Dreaming, and its an agro cut, not a reduction of agro generation. I would actually get Cure III removed, it's too clunky to use and almost useless in the current setting of raid healing. But I agree that WHM would have needed some buffs somehow.
    I can live with not buffing Cure III then, let's just put it behind a timer then when we buff WHM DPS heavily. I disagree with it being useless, it's amazing when everyone is at 1HP for those mechanics and everyone is stacked up. When I'm playing SCH, I can just completely ignore using an indom and blow it on an energy drain without stopping to help heal.
    (0)

  2. #2
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Ftail View Post
    When I'm playing SCH, I can just completely ignore using an indom and blow it on an energy drain without stopping to help heal.
    This actually illustrates pretty well why Cure III is such a joke. Doing this you(SCH) gain 150 potency, while the WHM loses an entire gcd that could've been used on Stone, which is 250 potency. That's a 100 potency worth of rDPS loss, for a measly 50 more potency worth of healing. Not to mention you don't need to "stop" for Indom - you just weave it while using one of your 3 instant cast damage options, all can be done on the run without a need for the party to stack.
    (1)