Flare is usually cast under the effect of Fire III which makes it hit substantially harder than a "normal" 260 potency attack, i don't think that's a good example. Either way, it wouldn't have to be 1:1, it just has to be stronger so it becomes a burst effect. They've already shown with all of the healing and damage potency formulas that they're not adverse to moderately complex equations for calculating damage from stats, so they could just make it work at whatever value seems balanced.
So what? If the ability is used on cooldown, such that 15s out of 3min Cure spells function differently, they're still functioning exactly the same as they did for the base class some ~92% of the time. Even if you cut that down to 15s out of every min it's still a normal cure spell 75% of the time.Even if it's only a temporary change, you've got to realize that the spell is still getting *completely and totally changed*. It doesn't matter if it happens permanently or temporarily, it's still turning a Cure spell into something that is nothing like a Cure spell, which is the problem. As soon as the devs start completely replacing abilities upon job changes, they've basically opened Pandora's box because now there's no real reason why they couldn't just completely change *every* job so that it's nothing like the base class
Besides, what does that mean in the context of CNJ anyhow? CNJ as a DD is incredibly straight foward: chain cast spells and dots using mana with no additional resources, dependencies or buffs to consider. You can have them cast ANYTHING and it essentially functions the same since the only standard that CNJ has set forward as the base class is "cast spells". The only way you could make a GEO not function like a CNJ is if they all of a sudden turned Stone I & II into melee abilities.
These are absolutely not the same thing. Changing a DoT into a big primal summon is indeed a massive functional and graphical change. Cure is a direct healing spell, cast on that target and heals target. Modified as a DD spell, it's just cast on target and do damage to that target. It's really very similar in its usage, just that health goes down instead of up. Is it really *that* jarring? Hell, "Cure" has been used extensively as a DD spell against undead throughout the FF series. So there's precedent for using Cure spells as DD already. Since ARR doesn't do that sort of specific vulnerability on a per monster basis, the corrupted version gives you the ability to do a cure as dd spell that both fits in with the lore (lots of stuff about corrupted elements) and systems (spells work the same on all enemies) currently in ARR.... (and players would *totally* start demanding this be done to their job; there are already SMNs demanding that their DoTs be turned into spells that summon a primal for a single attack). You'd end up with jobs that have almost nothing in common with their class because aspects of their class don't fit with the job
Why not? CNJ as DD is extremely simple. A GEO job would need some twists to spice it up. Having to swap out to a different spell set for short duration bursts is one way to do that. It gives the other elemental spells purpose during their "normal" rotation, and gives the heal spells purpose during the corrupted rotation. Adds a little skill because you have to make sure you're not casting cures after the effect wears off or you're just going to start healing yourself instead of damaging the enemy. It's a unique effect that would separate it from other casting jobs (which is important).Also, if there were an ability that did such a thing, what would be the point of not just making it permanent? Temporarily allowing someone to access an entire group of spells based upon a short term buff doesn't make any real sense.
Although, really the main idea is just to give the GEO job the ability to cast the cure spells in their normal version as well as the corrupted version. This creates some continuity with the base class. If you replace them 100% of the time, then it creates a larger break with the base class conceptually.
Personally I would just have it apply to the cure spells. Difference between I & II is just mana efficiency, which may or may not be a concern. It's not a big difference, but it's enough.A more likely scenario would be building up stacks similar to how WAR deals with Wrath but, at that point, you're dealing with a series of 5 spells that are going to largely do the same thing (Medica, Medica II, and Cure III are all AoEs; Cure and Cure II are STs); WARs have 3 Wrath exclusive abilities but they all do very different things. Since all 5 of the Cure spells do the same thing with minor differences (standard; bigger than normal; bigger than normal targeted AoE; standard PbAoE; weak PbAoE with bigger than normal HoT), it would take some significant stretching of credulity to explain how "corrupting" Cure II provides a completely different effect than Cure I without making the other redundant (Cure II could be a DoT while Cure I could be a straight damage, but, since you're not going to be spam casting them anyways, you would always use Cure II pretty much because it's going to have to be more damage to justify the delayed effect).



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