
Originally Posted by
DendrielConcade
Its comical how healers can drop respectable damage and good CC, while also having the ability to give free sustain to targets. Even if its minimal like WHM casting Cure for 1500MP or even 1000MP, it still is a dent in their MP and self-sustain. Its somewhat of a mess to balance too, because where do we draw the line on abilities costing MP? Honestly I prefer conditional things not costing MP(Arcane Crest, Riddle of Earth, Pneuma, Snake Scales, Zanshin, Bloodwhetting) while things that just heal(Cure II/Cure III, Aspected Benefic, Meisui, Curing Waltz, Heart of Corundum) should get a MP cost/change in effect/longer CD that makes sense. Scaling the costs based off of {Recuperate}'s MP cost with maybe slightly less or more depending on the heal type, maybe things would be a little bit better.
I really don't want PvP to slink into a Hero Shooter type mindset, but things really should be more balanced in the way of sustain.