Quote Originally Posted by Renathras View Post
I'm not even sure it's redundancy PER SE since they have different use cases. "When would you ever use Cure 2?" "When you've used Tetra and your available Lilies and you have a Tank that pulled too much, has crappy gear, and isn't using mitigation." You may say that's a fringe case

I've also used Cure 1 before when someone needed a quick heal but I was out of oGCDs (one of those "Lord help me with this one /JudgeJudy" memes of a run), where the Cure 1 hit and saved them from the immediate damage that a Cure 2 or other ability would have been too slow to address.

Having only Cure 2 would have gone oom (and probably overhealed) unless Cure 2's MP cost was dropped to Cure 1's amount.

Point is, I think those abilities actually have a use (other than AST's Benefic 1 since Benific 2 is literally the same but better in every way other than costing SLIGHTLY more MP on the one Healer Job that has an infinite well of the stuff)

I do agree with SCH. ... Physic upgrade into Adlo or Leeches is the only thing I can think of to really combine other than maybe Whispering Dawn/Fey Illumination if the CD was cut
- Note I did not mention Cure 2. I acknowledge there is occasionally the situation of 'the tank is taking lots of damage, I've burned all my lilies on Solaces and it's only barely keeping up'. In this situation, rare as it may be, Regen is not going to be the play, as the tank will likely evaporate before it even ticks once. Despite it's higher total healing AND better MP economy, it's the 'wrong' choice in that particular case. Which is why I mentioned Regen in the list of 'questionable levels of usage', and not Cure 2. I'd probably sooner watch Regen get pruned than Cure 2, as crazy as that sounds, because if the tank needs healing NOW, then Regen isn't gonna cut it. But I can cover the situations where Regen shines, by using Cure 2. And the MP cost isn't quite as big a deal when you have Thin Air to help with it

- The difference in cast time between Cure 1 and Cure 2 is 0.5s, you're telling me you analyzed the situation, came to the conclusion that Cure2 wouldn't land in time, factored in that Cure 1's potency would indeed be enough to save the guy and that not using anything would have left them dead, all within 0.5s? I don't think I'd be able to think that fast that's crazy

- I have said on multiple occasions that yes, this is what I'd do. Have Cure 1 and Cure 2 both be 500mp, and 1 upgrades into 2 at level 30. Look at older FF games, once you have Curaga, you ain't using Cura or Cure ever again. Well, I guess in the super old ones where you have limited uses of 'each rank of spells' like FF1, but that got revamped in the remake anyway. MP economy isn't a thing because you can chug Ethers like they're Gatorade, and if you're going to overheal because of the power of the spell, you don't downrank, you just use your turn on something else until you need the full power of the spell. Or you just send it anyway, because older games do not have an overheal % value to make you feel bad about. Ironically, even with this change, Freecure can still exist, just that it becomes 'Your Cure 2 has a chance to trigger your next Cure 2 to cost 0MP'. You're welcome devs, I know you have some infatuation with that blasted trait

- Benefic 1 into Benefic 2 can be the exact same thing as above. Change MP cost to 500 for both, have 1 upgrade to 2 at... whatever level 2 is learned at. Also, said job does not have an infinite well of MP until level 50 when it gets Astrodyne. Luckily, unlike WHM who gets Medica 2 at 50, AST gets their equivalent at 42, so they do have it for Aurum Vale, which is nice

- Physick into Adlo requires a little more than just an MP cost change (though, yeh we should get an MP cost change, why tf are Regen and AspBenefic 400, but the shieldhealer equivalents of Adlo and E.Diag 1000/900?). As previously posted, I'd do this:

Currently:
Physick: 450 healing
Adlo: 300 healing, 180% shield (540p)

Proposed:
Physick: 450 healing
Adlo: 450 healing, 120% shield (540p)

Before level 85, the shielding % is 125%, or 375p of shielding. To try and keep this kinda close for the sake of old content balance (not like SE gives a damn but I'm trying), pre-level 85 would have Adlo's shielding power at 100%, and the heal at 400p, giving a shield of 400p too. This is because the 85 trait currently boosts Physick (so it boosts the heal here) and the shield% of Adlo (so, the shield% here).

Thanks to SE having exactly zero original ideas with healing in recent years, the exact same maths works for SGE as well, because the healing/shield% values are currently the exact same.


I don't think combining Dawn and Illum is a good idea, since one's a 1min and one's a 2min, it'd lead to questionable balance decisions. Do you let the combined version be 60s, 120s, 90s in the middle? Having more access to the mit buffs SCH, having less access to the regen nerfs it. Not worth the headache. It's more likely you see Illum rolled into Seraph as a 'when you summon it, it grants the effect ala Phoenix and it's regen', but even that change would have some people up in arms because 'oh I used them separately here and now my whole mit plan is ruined thanks SE'


Can't put HB tags in HB tags, this is a tragedy