Mayve they will finally address why Cure 2 is more expensive than medica 1 and on par with the cost of medica 2.
Mayve they will finally address why Cure 2 is more expensive than medica 1 and on par with the cost of medica 2.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
And somehow heals for less than Medica 2, even in single target situations (with the level 85 trait, C2 is 800p, Medica 2 is 1000p). Medica 3 makes the difference even bigger. The same potencies apply to AST too, because of course it makes sense to copy paste the potencies 1:1 between the two pure healers, such that their GCD healing kits are identical (and therefore when one has a stupid design element like this, both end up with it)
As for the overall topic of 'MP changes to healers', they're probably best off starting with addressing 'Piety sucks outside of prog'. There's always been a massive dissonance in messaging between 'healers NEED to deal damage to meet DPS checks in challenge content like Savage' and 'actually we want healers to feel like they're not forced to deal damage because their role is 'to heal'', and nothing makes that dissonace more evident than the fact that Tenacity (a non-DPS stat) grants bonus damage, yet Piety (also a non-DPS stat) does not. If Piety actually granted damage like Tenacity does (even at the same rate as Tenacity, where Det is 'better), we'd have the situation Tanks have with gearing, 'avoid Tenacity if you can, but if you have to take it then just take it', instead of what we have now for Healers, where the rule seems to be 'avoid Piety at all costs, even if it means swapping a 730 ring out for a 710 Crafted Ring with pentamelds'
Also as previously mentioned somewhere, the stat scaling if piety itself is aslo pretty bad. For this expansion, it changes every 18 to 19 points. Basically not wven getting 180 extra piety gives 10 more mp per tick and the other mentions of mp regen and matters of preserving are much more efficient.
Player
I'm not sure if I follow, Forsaken Roe. Cure II's potency is 800, which means I've increased the health of the target immediately.And somehow heals for less than Medica 2, even in single target situations (with the level 85 trait, C2 is 800p, Medica 2 is 1000p). Medica 3 makes the difference even bigger. The same potencies apply to AST too, because of course it makes sense to copy paste the potencies 1:1 between the two pure healers, such that their GCD healing kits are identical (and therefore when one has a stupid design element like this, both end up with it)
As for the overall topic of 'MP changes to healers', they're probably best off starting with addressing 'Piety sucks outside of prog'. There's always been a massive dissonance in messaging between 'healers NEED to deal damage to meet DPS checks in challenge content like Savage' and 'actually we want healers to feel like they're not forced to deal damage because their role is 'to heal'', and nothing makes that dissonace more evident than the fact that Tenacity (a non-DPS stat) grants bonus damage, yet Piety (also a non-DPS stat) does not. If Piety actually granted damage like Tenacity does (even at the same rate as Tenacity, where Det is 'better), we'd have the situation Tanks have with gearing, 'avoid Tenacity if you can, but if you have to take it then just take it', instead of what we have now for Healers, where the rule seems to be 'avoid Piety at all costs, even if it means swapping a 730 ring out for a 710 Crafted Ring with pentamelds'
Medica I heals for half (400). So, for 100 MP, I've put twice as much health on my target. That seems like a good deal and I'm not overhealing the party with an unnecessary AoE heal.
Now taking into account that I'm level 96, I can cast Medica III...
Medica III heals my target for 250 potency with an addition 175 potency over 15 seconds for a cost of 1000 MP. The total health restored being based on a potency of 425.
Once again, Cure II restores a lot more health for only an additional 100 MP without the worry of overhealing the rest of the party with an unneeded heal.
So, I'm not understanding your statement that Cure II heals less in single target situations. Can you please explain?
Roe means the overall heal. Medica 3 dot heals for 15 seconds for 5 ticks. This is a total of 875 potency. Add the 250 and you get 1125 potency. Sure it takes 12 seconds for it to pass cure 2 potency but it is overall stronger on a mp per heal basis.
HoTs heal the stated periodic potency per 3 seconds, not in total. Divide the duration by 3 and multiply by the potency to get the total healing done over time.I'm not sure if I follow, Forsaken Roe. Cure II's potency is 800, which means I've increased the health of the target immediately.
Medica I heals for half (400). So, for 100 MP, I've put twice as much health on my target. That seems like a good deal and I'm not overhealing the party with an unnecessary AoE heal.
Now taking into account that I'm level 96, I can cast Medica III...
Medica III heals my target for 250 potency with an addition 175 potency over 15 seconds for a cost of 1000 MP. The total health restored being based on a potency of 425.
Once again, Cure II restores a lot more health for only an additional 100 MP without the worry of overhealing the rest of the party with an unneeded heal.
So, I'm not understanding your statement that Cure II heals less in single target situations. Can you please explain?
M3 therefore heals for 1125 potency in total per target. 250+(175x5).
Or, up to 9000 potency total across an 8-man party.
(Now, compare that AoE strength relative to ST heals here against their strength in, say, WoW, and you see why spammable AoE heals there aren't spammed even if there were both damage enough [an absurdity here] and MP enough [an actual limitation there].)
Last edited by Shurrikhan; 11-03-2024 at 09:18 AM.
Wow, look at all those tags lol.
Kind of wild the problem didn't really get addressed, still.
I'm of the same mind as before, unless they want to change more than one role and itemization and dungeons.. the easiest 'fix' is in my mind intentionally giving healers support (team) and offensive variants, for the purpose of adding more opportunities to provide to their team. Potentially losing and having some healing spells combined, or at least dual purpose.
Team based healers will thematically be helping or at least using their team, with allies being a absolutely massive part of their target time. While the offensive variants targeting enemies a surprisingly large amount, up to even a majority of their time. Like Sage will gain many more heal by killing abilities, where some of their pepsico named stuff becomes offensive in style.
Team based won't mean no damage, just rather derived from ally targeting. Concessions designed into the job to ensure solo doesnt suck cause of that lol. Which can also mean, via buffs. So some healers may use their allies to explode energy from, creating aether pools that turn into turrets like an abathur from hots, while another would be hastes and team buffs (Astrologian goes full Yu-Gi-Oh). So even within the field of offensive and defensive you could have different themes (aggressive defense vs the team atlas cheerleader).
WoW has some decent examples of healing be more of a thing, but you'll need to change more than just jobs to get us there. So I think just giving healers more ways to be part of damage is king formula, which does work for us currently, is also doable.
So.. keep the healing output that is needed for the fights that are designed, but trim, squish, and combined much of it so that there is just more unique tasks to do. If you are an offensive healer your offensive kit will be far more dynamic than ogcd heal and then spam your two damage skills. If you are a defensive healer if you don't need to heal you will be targeting the crap out of your team to continue to provide value. The general concept doesn't need to be binary, just general themes, say Sage is very offensive based, meanwhile scholar is mostly offensive with also some more buffs (bringing back the super fairy from HW era), and then say like Astrologian who is pumping decks like a card shop to their friends.
The theme was picked cause I noticed some loved old scholar that for normal content could almost afk heal lol, and they were more battle healer, and then the classic healer person who wants to be the we in team.
Last edited by Shougun; 11-03-2024 at 05:09 PM.
Also looked at what blm got. They got a 2nd charge of ley lin3s and they seemed to of made Despair instant cast. Also, they are limiting lb generation with dulipcate classes for all ultimates.
Can't wait to see the new 'JP no cast times' BLM rotation of something like F3, Paradox, Thunder, Despair, Transpose, Paradox, Thunder, Transpose, Paradox (and from there it loops, throwing in Xenoglossy in Ice phase whenever it's up) etc
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