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  1. #21
    Player
    Acece's Avatar
    Join Date
    Jul 2019
    Posts
    241
    Character
    Acece Ace
    World
    Diabolos
    Main Class
    Samurai Lv 90
    I feel like at that point relying on your co healer is probably a better use of your time. In duty finder your co healer 90% of the time overheals into oblivion so just saving cd's/mana and spot healing is probably a better idea then to going full out. In pugging savage I can see it more often but if you get hit with a mech in savage you die anyways so most of the time you will just be raising them instead of using cure 2 and such.
    I feel like the only situation where you use cure 2 when you need to don't move, your co healer is dead, and you have 0 cd's to cover it, some one makes a mistake that doesnt instant kill them, and you have no weave space. Which hasn't happened to me since I started playing heals in stromblood. Besides if that does happened then you'll probably wipe anyways in savage and in DF it's too and far between that it doesnt make sense to have it for niche uses like that where you could just rely on your co healer.

    Medica 1 is a mostly useless when medica 2 exists, the only time when you would really use it is when you use back to back medica's. Cure 1 is almost useless but it provides a weave space which is nice, I feel like they could just add a dps ability to have weave spaces in its place rather then rely on our heals and a single dot to do it.
    All in all I think the mostly useless skills that are cure 1, cure 2, and medica 1 is really just too niche to really warrant their existents on whm, at least on different buttons with solace/rapture .
    (3)
    Last edited by Acece; 04-30-2021 at 04:28 AM.

  2. #22
    Player
    Irenia's Avatar
    Join Date
    Mar 2015
    Posts
    244
    Character
    Irenia Ataska
    World
    Siren
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Acece View Post
    I feel like the only situation where you use cure 2 when you need to don't move, your co healer is dead, and you have 0 cd's to cover it, some one makes a mistake that doesnt instant kill them, and you have no weave space. Which hasn't happened to me since I started playing heals in stromblood.
    I guess you and I have different experiences with day 1 alliance raids. Where you have a general idea what can happen, but don't know what will happen. Which is probably why I used cure II a few times in the deep Heaven on High run I did a few months back too, even when I had a lily to burn.

    If anything, this reminds me of the dilemma this game has with the classical healer fantasy. The fantasy requires a measure of chaos for the healer to wrangle with. Content like deep Deep Dungeons and inexperienced/unskilled players in large scale content provides that. Yet part of skilled play in this game involves minimizing this chaos to the point where fight timelines can be memorized. Our skills are built for chaos, even though we avoid it. Chaos still happens, sometimes, thanks to other players.

    I think Cure II (and to a much lesser extent Medica) should be kept for the more chaotic moments (and those moments should be more common), but the kit should be fun when everything is under control, too - and that is more on the other skills than Cure itself.
    (3)

  3. #23
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    I can't remember the last time I used Medica, especially in easier content like Alliance. Medica II equals Medica within 3 seconds (one tick) and beats it from that point onwards. Even reapplying Medica II is usually better potency. The situations where you're out of lilies, Plenary and Asylum are on CD, Medica II has been applied, multiple people are low on health and out of Cure III range and an aoe is coming up immediately and 200 potency from Medica II won't cut it, you need 300 heal potency to survive it ...that situation is so extremely rare you might go months without encountering it. Most of the time, a Medica is panic heal.
    (7)

  4. #24
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,682
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Liam_Harper View Post
    I can't remember the last time I used Medica, especially in easier content like Alliance. Medica II equals Medica within 3 seconds (one tick) and beats it from that point onwards. Even reapplying Medica II is usually better potency. The situations where you're out of lilies, Plenary and Asylum are on CD, Medica II has been applied, multiple people are low on health and out of Cure III range and an aoe is coming up immediately and 200 potency from Medica II won't cut it, you need 300 heal potency to survive it ...that situation is so extremely rare you might go months without encountering it. Most of the time, a Medica is panic heal.
    For this exact reason, plus that of Rapture just being superior in nearly every way, I'd actually say it's Medica and Cure III which should be combined. Both have seen a drastic reduction in use this expansion; Medica to the point of being practically non-existent even at the Savage level. Perhaps lower the heal potency to compensate for all the benefits merging these two abilities gives but otherwise, I think it makes the most sense.
    (2)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  5. #25
    Player
    Pyitoechito's Avatar
    Join Date
    Jun 2017
    Posts
    184
    Character
    Baragara Nazzlohsyn
    World
    Cactuar
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by ForteNightshade View Post
    For this exact reason, plus that of Rapture just being superior in nearly every way, I'd actually say it's Medica and Cure III which should be combined. Both have seen a drastic reduction in use this expansion; Medica to the point of being practically non-existent even at the Savage level. Perhaps lower the heal potency to compensate for all the benefits merging these two abilities gives but otherwise, I think it makes the most sense.
    While not a lot of use, Cure III gets a lot of use in the final part of E12S. There's constant back-to-back heavy raid damage at the very end and Cure III's higher potency makes that section a lot easier. Not that I wouldn't mind culling the bloat to make room for new skills, of course.
    (1)

  6. #26
    Player
    Acece's Avatar
    Join Date
    Jul 2019
    Posts
    241
    Character
    Acece Ace
    World
    Diabolos
    Main Class
    Samurai Lv 90
    I would really rather have 3 more dps buttons then 3 niche heals that doesn't get used all that much.
    Even then it's not like cure 2 or medica will be going away, it'll just use solace/rapture before you could use them. Which honestly I would rather have some chunkiness with the healing kit if I could have more dps buttons.
    (6)
    Last edited by Acece; 05-01-2021 at 04:41 AM. Reason: Clarity

  7. #27
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    You could safely upgrade Cure 2 and Medica into Solace and Rapture if WHM had actual weave windows designed into its kit instead of creating scenarios like "hmmm, but I shouldn't use my Solace here because I need to blow it to move in 10 seconds".
    (12)

  8. #28
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,175
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    My take on it, is there's a lot of ways to go about it.

    One thing I would like them to consider is maybe giving some healer oGCDs an MP cost, and use it as another balance lever like CD or efficacy. Then, while stuff like Bene could remain free, stuff like Tetra could maybe have a super short CD but an MP cost assigned to it, suddenly making it seem like a cooler ability. To complete this, I would borrow a page from PvP and make the tier 1 heals (Cure 1, Medica 1,etc.) as well as attack spells completely free to use. This gives a little more dimension to healer resources, while also having a catch for weaker players by always still having something they can use even if they botch their MP usage. Of course people way smarter than me would tune this kind of thing, but it's food for thought.

    All of that could be a disaster. I will say I never stand by something being in the game just because it might be used. I think we can do better. IMO buttons should feel meaningful and exciting. I can come up with use cases where in some obscene circumstance Medica 1 has a use, but does that justify its existence? How much is lost if there is only Medica 2? I rather tune abilities to prune redundancies and focus on fewer more exciting buttons than keep things around for really fringe scenarios. The more you can prove something has a fringe reason to exist, it is all the more reason to eliminate it as a button that exists because you are just proving you have to put it on your bar somewhere, and if that's the case you have to ask if it's worth being there for something you so rarely need. I rather find a reason to eliminate those buttons and have something more fun in its place.
    (1)

  9. #29
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Acece View Post
    Medica 1 is a mostly useless when medica 2 exists, the only time when you would really use it is when you use back to back medica's. Cure 1 is almost useless but it provides a weave space which is nice, I feel like they could just add a dps ability to have weave spaces in its place rather then rely on our heals and a single dot to do it.
    All in all I think the mostly useless skills that are cure 1, cure 2, and medica 1 is really just too niche to really warrant their existents on whm, at least on different buttons with solace/rapture .
    Medica 1 should have upgraded into Medica 3, and Cure 3 should have been a massive single target heal.

    As long as Cure 3 exists as it is now, Medica 1 is useless. Add Range to Cure 3 and remove Medica 1
    (1)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  10. #30
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,213
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Deceptus View Post
    Medica 1 should have upgraded into Medica 3, and Cure 3 should have been a massive single target heal.

    As long as Cure 3 exists as it is now, Medica 1 is useless. Add Range to Cure 3 and remove Medica 1
    If we get a Medica III, then there would be no point in using Medica II unless it heals for an upfront 500 potency, and if that was the case, then Scholars are definitely goanna complain about their GCD AoE heals already the weakest become basically irrevelant in comparison. A massive single target heal on the GCD is definitely not needed. We already have Benediction and most of WHM toolkit is big heals in general - Afflatus Solace being 700 potency heal and Tetragrammaton being another 700 potency heal.
    (2)

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