Oh and seperate timers for buff and restore potions.
Done and done.
Oh and seperate timers for buff and restore potions.
Done and done.
Introduce the Chemist as a healing role and it can use each potion off their intended cool down and with a much higher potency. Healing potions will be the usual 2.49 gcd while buff potions and elixirs will be off-cd and with a 60-180 gcd.
Now potions will be useful.
While I really like this it, they already said they wouldn't make someone depend on items in any way (they are just nice to have or so...).
I agree with Parz3val.
Double the ammount restored and have potions/ether/medicine and buff potions on seperate timers.
Well the way Potions currently are is "Restore X% of HP (Max X Amount)". That's fine for food items which are always in high demand, but for potions, that needs to change. I propose level-scaled potions.
Potion: Level 1-15: "Restore 50%(60%) of HP" Level 15-30: "Restore 20%(25%) of HP" Level 30-45: "Restore 10%(12%) of HP" Level 45-50: "Restore 5%(6%) of HP"
Hi-Potion: Level 15-30: "Restore 50%(60%) of HP" Level 30-45: "Restore 20%(25%) of HP" Level 45-50: "Restore 10%(12%) of HP". Requires Level 15
Mega-Potion: Level 30-45: "Restore 50%(60%) of HP" Level 45-50: "Restore 20%(25%) of HP" Requires Level 30
X-Potion: Level 45-50: "Restore 50%(60%) of HP" Requires Level 45
That way, the cooldown timers would be more justified, I think. Obviously, this wouldn't be flawless, and it should scale level-by-level, but you get the idea, right?
I think the current % recovered are fine... the real problem is the caps on amount recovered. Currently a NQ X-Potion or Hi-Elixir will only recover 1/8 an i100 Healer's HP or 1/16 to 1/20 of an i100 Tank's HP. If there was a Potion that recovered 25% to a max of 2040 hp having a couple in a your pocket would be nice but not required even if they had a 2.5 min cooldown.
That's true.
It would be nice as an emergency or support item when you see the healers run low on MP, are incapacitated or struggle to keep everyone alive.
But the current ammount just doesn't help at all. Auto attacks of bosses deal more damage than a high level potion heals ><
Just make new potions that are Hp healed/Stats up.
Potion+str potion= Same str potion stats with hp heal benfit added to it.
HP potions for jobs using vit,str
Mp potions for jobs using dex,int,mnd
This basically removes the choice in using either stat potion or health/mp potion. Keep potions around to be used in crafting to make these super potions.
I hardly ever use the potions, have thousands of from from al lthe crappy quests and dungeons drops and I was really surprissed that those cannot be desynthed by ALC - wth??
I can use 2 MP recovery pots as WHM in Coil 2 fights when needed. DDs and tanks are able to use 2 attack boost pots. I think that's enough.
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