Cure 3 with a larger range. 10 units would be nice.
Cure 3 with a larger range. 10 units would be nice.
One of those.
Or single targeted and cureskin effect from XI Solace (it'll step on Adlo toes a little though I suppose, make it so that the SS effect is only for overcure amount).
Or you know, just fix it to be a proper Curaga (8~10 yalms), and call it friggin Curaga, cause it's a Curaga (with stuper gimp range as it is now).
Reraise wouldn't be bad either though.
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If they made it like Cura with the Afflatus Misery buff, I think we'd be good since that gives you a nice cure to use against Arena wide light damage such as Titan Tumlts/stomps or ADS Vacuum Wave.
Cura in XIV terms would be a low potency self centred AoE that has a potency bonus based on the amount of the last damage received. It was about a 10 yalm range and the potency bonus was quite substantial, but in any situation that a WHM may be taking damage in XI, you don't want them to take damage (unless you're crazy like me). If they allowed the damage to accumulate to a set maximum (like, 10-15 potency for every 3-4% damage taken up to a maximum of about 600) at the same MP cost of a Regen (Cura was extremely MP efficient in XI), I'd use it as much as I could.
Last edited by Ghishlain; 12-06-2013 at 04:16 AM.
I hope you realize the numbering convention was used for spells forever in FF titles. Its not a new idea. In fact its how it originally was. I'm not even sure when the ura and aga suffixes were added.
Last edited by Airikay; 12-06-2013 at 03:18 AM.
This would be great for teaching people to avoid Titan's bombs. No you stand... HERE!!!
On topic: Just increasing the radius would make it useful to me. They could reduce the potency for all I care, there is a lot of value in a long-rage AOE heal.
Actually, it hasn't. The reason why Cure Cur2 Cur3 was used since the beginning of North American Final Fantasy titles is because they only had a four or five character limit in the data for spells and they needed a way to showcase the increasing power. Where as JP script allows to more condensed lettering.
ケアル = Cure = Cure I or CURE
ケアルラ = Cura = Cure II or CUR2
ケアルガ = Curaga = Cure III or CUR3
ケアルジャ = Curaja = Cure IV or CUR4
You can see the original naming conventions in the remakes of the games plus how they named them from what I believe to be Final Fantasy VIII and on (but don't quote me on that).
XI took that to a different level. Instead of these differences denoting tiers of power, they denoted differences in functionality.
Cure spells = single target
Curaga spells = AoE heals around a particular target
Cura = AoE heal centralized around the caster
Higher tiers (Cure II, Curaga IV, Cura III, etc) indicated more potency versions of the base spell.
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TLDR: Random nitpicking and completely derailing the thread! My apologies!
Last edited by Ghishlain; 12-06-2013 at 03:30 AM. Reason: 1k character limit
I'd be happy for Dia to make a return.... low potency dot with defence down.
Increase Cure 3 range, Make it instant but give it a cool down. Otherwise its a wasted slot . Cure 3 currently not optimal to use in any fight.
Due to its mana cost,cast time and lower potency then medica 2. Your party is only 8 people remember. Which diminishes its use alot.
If people are far away from you then they won't be next to each other will they?.
Because people move away from healer because of abilities that punish standing next to each other.
500 mana to cure 2-3 people for 500 potency in 2.5 seconds?
By that time the sch would of used physick on 1 , embrace on the other and lustrate on the last.
Last edited by sharazisspecial; 12-06-2013 at 03:48 AM.
I don't really think Cure III is a lost cause. It just needs better range/or targeting.
Personally, I'd be happy if it bounced to other targets like Chain Healing so that it can heal the tank and the melee dps all at once.
Maybe if your party is 4 melee then cure 3 would better if it was 10 yards. Otherwise Melee don't need to be healed so quickly if the tank needs healing as well asap. Unless you fell behind or something. Most boss channel their tank killer attacks and don't use any attacks on other players within 2.7 seconds.
Last edited by sharazisspecial; 12-06-2013 at 03:54 AM.
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