You can pry Plenary Indulgence from my cold, dead hands.
I like the Cure > Cure II and Benefic > Benefic II trait upgrade idea, though.
You can pry Plenary Indulgence from my cold, dead hands.
I like the Cure > Cure II and Benefic > Benefic II trait upgrade idea, though.
I have no idea why anyone would talk about cutting Recitation; it's effect doesn't just apply to oGCD healing and it doesn't heal anything on it's own, so there's no reason to cut an interesting ability like that.
I use cure 3 on my whm, it'd be bad to lose it. Saying medica 2 and rapture can replace it shows a lack of knowledge.
A good healer knows when to use cure 3 - and its a good spell.
As to the OP, couldn't we also replace all the buttons on a samurai with a "stab" button? Everything else would be superfluous.
As a WHM main, the only one I agree with is Fluid Aura (it's not useful in really any scenario as is).
Cure 3: Useful in soooo many raid situations, I'm surprised you wanted to get rid of this one. Most high-end raiders that run with a WHM would have a few choice words if this were removed....
Cure -> Cure 2 trait idea: Could be ok if you kept the lower cost and/or cast time. Cure's uses are limited, sure, but it can currently be used to help with ogcd clipping if you wouldn't benefit more from a Regen/Dia/Afflatus cast.
Plenary: This skill is absolutely fantastic for aoe healing. In case you haven't played with it to see how it actually works, it's a buff that sticks around for its full duration...that means that the WHM can use Medica/Cure III/Rapture multiple times within that 10 second window and have Plenary give free healing multiple times. Free 200-400-600 potency healing on the group, especially in an emergency situation? I'll keep that, thank you very much....
cure 3 is a good spell but in a way its also has a problem with the kit today since the spells there can be used to lower the need to ever casting it.I use cure 3 on my whm, it'd be bad to lose it. Saying medica 2 and rapture can replace it shows a lack of knowledge.
A good healer knows when to use cure 3 - and its a good spell.
As to the OP, couldn't we also replace all the buttons on a samurai with a "stab" button? Everything else would be superfluous.
while rapture still need a lily making it limited, it is still a instant free cure 3 version based on his effects alone however when adding accessibility then cure 3 is much more available at any given time making it fundamentally redundant in purpose since cure 3 is the skill u need to spam for aoe heal and rapture is a limited skill that can replace cure 3 while saves u mp and allow free movement.
so rapture can be said to be a good momentarily cure 3 save skill which is fine and probably how SE meant it to be but the skills i believe can be redundant and where the niches makes the problems are actually medica and medica 2.
unlike rapture medica and even medica 2 are much more niche and can easily be replaced by cure 3 instead.
medica is an aoe heal that is cast near the healer only,while it is good when ur party is at close range to u but u can do the same with cure 3 only better.
unlike medica, cure 3 is an aoe heal that cast on target area meaning u can cast on a far split party members group and if your all stacked it doesn't matter who is the target and if u want it casted on yourself target the boss/mob and it will do it automatically on u.
u can make cure 3 accessible at lower level to match it to medica and upgrade its effects via traits like with stone/glare to make it reach its higher cure potency.
now comes medica 2 ,the only thing separating it from cure 3 is its aoe regen effect and without it it falls to the same category as medica. so if cure 3 were to be given regen effect as well ,medica 2 would be redundant as well.
so in conclusion cure 3 is a good spell but with rapture combined with the niche of medica and medica 2 that offer the same effect type like cure 3 but with less mp cost and 1 spell that include regen effect to it , cure 3 can be seen niche to others when it isn't.
Last edited by CrimsonGunner; 01-10-2020 at 07:00 AM.
Cure 3 is awesome because you can heal stack of people from a distance like when the WHM has to bug out for flare in E2S, or the ice/lightning stack in Alexander Ultimate whether they are in it or not. You can't do that with Medica. Otherwise you'd have to reposition or let the other healer handle those. Helpful for progression.XD can be seen that way but think like this
With afflatus rapture why cure 3 more potent but you get nothing back compared.
Also nothing in game requires cure 3, nothing, as the other healers have no equivalent meaning all heal checks must be able to be completed without cure 3 being used. So cure 3 is niche a good spell but niche, it is like keeping fluid aura because it is useful in deep dungeon, oh wait. And when has SE cared about healer job identity this expansion.
Dissipate is good but it is clunky even more so if we went back to SB fairies, it straight up prevents fairy abilities which is a big part of sch's kit, this is clunky, there may be a payoff with more stacks and more healing (lol) but it is janky especially when trying to use stuff like fey union/blessing which are now locked for 30s. for a Dev team that got rid of cleric stance due to the jankiness it created, Dissipation sticks out like a sore thumb.
Dissipate got so much better with automatic fairy return because once you blow all her CDs, dissipate has it's value with giving stacks and during AoE/healing downtimes or adding more healing flexibility once consolidation is blown like in Alexander Ultimate first phase. There is nothing counterintuitive, plus dissipate is the most optimal scholar opener for damage in all of savage floors.
I use cure3 a ton on raids. In dungeons it sees little use, but there are tons of times people are grouped and theres tons of AE damage.
Plus, using cure3 saves the ogcd if you know your gonna need it soon.
This, just this, Sch identity is being the "smart boi" with the fairy, remove the aetherflow heals, remove the ogcd, remove things like seraph, ED, indom, recitation and you'll get just a dumb healer that doesnt have to plan anything with a fairy that is useless most of the time.I personally don't understand this needless push towards GCD heals a lot of people in these forums seem to have. Ever since MP costs became irrelevant outside mass rezzing OGCD skills have always required more thought and planning because their proper use requires weaving and working around their cooldown (opportunity cost). Whereas GCD heals are literally just press button, get heal. This goes even deeper for SCH, since their Aetherflow skills have a DPS/MP cost as well through Energy Drain.
I really can't understand people who wants indom, excog, seraph, recitation, fey union, etc... gone or think they're useless when those are the heals that give depht to the healing, like for me that kind of players sound like that people who haven't done anything moderately "hard" with the job and due to that they don't understand how it works.
From what I can tell, it's because they feel that unless your main heal is a GCD heal, you less of a healer than one that does. It was the vibe that I got reading the BLU healer thread on this forum, at least, given that job can only GCD heal, and it was seen as a step in the right direction. I think there is value in the design myself, but you would have to design it in a very BLM fashion, I think. WHM is kinda close - you only have bene, tetra, and benison as plain direct heals and shields. If they got more skills like Plenary and Asylum that enhanced GCD heals instead of replace them it could fill that fantasy better.I personally don\\'t understand this needless push towards GCD heals a lot of people in these forums seem to have. Ever since MP costs became irrelevant outside mass rezzing OGCD skills have always required more thought and planning because their proper use requires weaving and working around their cooldown (opportunity cost). Whereas GCD heals are literally just press button, get heal. This goes even deeper for SCH, since their Aetherflow skills have a DPS/MP cost as well through Energy Drain.
Of course, the game would still reward spending as many actions on ending the fight faster, so not much would change, really.
I think the core of the issue is really that jobs are designed for Savage raiding and as a result perform poorly in other content. Sure you need all these things when doing that content but anything else it's just too much.
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