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  1. #51
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Kaurie View Post
    Cure III is godly in very niche circumstances.

    For example, in A4 when you had to spread out far from the other heal and away from the group, and the tank would be constantly hit with splash damage on the melee. Cure III is meant for that. It's also very useful in T11. It's also a much higher potency than Medica, making it better for topping up the team after a huge aoe (assuming you have a coordinated team that stacks up for said attacks).
    Nidhogg's Akh Morn spam is an even better example! A WHM should definitely use Cure III over Medica in that situation (after an initial Medica II, at any rate).
    (2)

  2. #52
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    A lot of the proposals for condensing abilities could be as easily accomplished by letting macros queue abilities the same way the raw abilities do.
    (1)

  3. #53
    Player
    lulunami's Avatar
    Join Date
    Feb 2014
    Posts
    400
    Character
    Rurulu Namilu
    World
    Excalibur
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by ErdrickLoto View Post
    I'm...not entirely certain what you mean by "the benefit's in Cure 3's cast time and speed". Cure III is the slowest Cure spell, having a 2.5s cast time, compared to Cure I and II's 2.0s cast time. It's also flat out worse, with a lower potency and the only benefit being a 4y radius...which is only a bit larger than melee range. You might as well cast Medica, unless everyone in need of healing is packed together. Unless you meant regular Cure? But then the advantage would be a lower MP cost, not speed...
    No, Cure III has the same cast and recast time as Cure I and Cure II, 2.0s cast and 2.5s recast. Medica (2.5s cast and 2.5s recast) and Medica II (3.5s cast and 3.0s recast) have slower cast times. Cure III is useful when you need to quickly heal players' HP for a subsequent AoE attack. Healing is just balancing MP efficiency vs. GCD efficiency vs. time. Sometimes you have to ignore MP efficiency.

    In this raid tier with A11 Savage and A12 Savage, Cure III is very useful to use as a WHM since there are multiple subsequent party-wide AoE that require everyone's HP to be topped off quickly.
    (2)
    Last edited by lulunami; 10-22-2016 at 03:50 AM.
    Fried popoto enthusiast.

  4. #54
    Player
    Vrankyl's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    565
    Character
    Tsenno Se'senovoto
    World
    Mateus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by LineageRazor View Post
    Nidhogg's Akh Morn spam is an even better example! A WHM should definitely use Cure III over Medica in that situation (after an initial Medica II, at any rate).
    Cure III was also pretty godly in Sephirot too. Everyone up until phase 3 is always clumped together, especially for the adds. If your dps gets too heavy handed Cure 3 will mean the difference between a wipe or moving onto the next phase. Especially if you combine it with Divine Seal and Presence of Mind.
    (0)

  5. #55
    Player
    ErdrickLoto's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dahn
    Posts
    173
    Character
    Lief Katano
    World
    Goblin
    Main Class
    Dark Knight Lv 55
    Quote Originally Posted by lulunami View Post
    No, Cure III has the same cast and recast time as Cure I and Cure II, 2.0s cast and 2.5s recast. Medica (2.5s cast and 2.5s recast) and Medica II (3.5s cast and 3.0s recast) have slower cast times.
    ...
    In this raid tier with A11 Savage and A12 Savage, Cure III is very useful to use as a WHM since there are multiple subsequent party-wide AoE that require everyone's HP to be topped off quickly.
    Ah, did some additional information searching and you're correct. Apologies for the misinformation. (Though that would still mean that the OP was incorrect, if Cure III has the same cast time as Cure I/II... Unless they were trying to compare to Medica, I guess.)

    Presuming SE is capable of designing fights that give good usage of Cure III's AoE, then I'd presume that it would still end up the same way - Cure III is a valuable asset to the WHM, and so isn't a target for being deleted.
    (1)

  6. #56
    Player
    Emeke's Avatar
    Join Date
    Sep 2015
    Posts
    52
    Character
    Phinn Lorebrand
    World
    Faerie
    Main Class
    Machinist Lv 90
    Turret Retrieval. Machinist. Most useless skill. EVER.
    (1)

  7. #57
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Shurrikhan View Post
    Alternatively, you would then break the 3 skills per stance basis of Monk and nerf its skill cap and potency-per-execute dynamics.
    And?

    Twin Snakes and True Strike are the same form. You alternate them, 1 to keep the buff up, and the other for the higher damage. If you added the buff to the higher damage one you'd just always use that 1 skill for raptor form. So what if combining them lowers the skill needed to play it; SE's already said they want to do that for jobs. As for potency per gcd, no, it'd raise it, because Twin Snakes is lower potency, so putting the buff on True Strike would just mean using the higher potency move each time. Your wording is a bit strange though so if you mean something else by "potency-per-execute" idk, but refer to what SE's said. They want buff management simpler, they want skill needed for max efficiency to be lower, and they want skill bloat down. Win-win-win for that example. There is literally nothing MNK would miss out on by putting the damage buff on True Strike and ditching Twin Snakes. Even the level difference, since True Strike is level 2 there wouldn't even be an awkward level while levelling. Could even make it a trait @ the level we get Twin Snakes to keep PUG from being OP from lv 2 to 18 lol.
    (1)

  8. #58
    Player
    Pondera's Avatar
    Join Date
    Oct 2016
    Posts
    151
    Character
    Venusiel Arcadia
    World
    Siren
    Main Class
    Culinarian Lv 70
    Quote Originally Posted by ErdrickLoto View Post
    Ah, did some additional information searching and you're correct. Apologies for the misinformation. (Though that would still mean that the OP was incorrect, if Cure III has the same cast time as Cure I/II... Unless they were trying to compare to Medica, I guess.)

    Presuming SE is capable of designing fights that give good usage of Cure III's AoE, then I'd presume that it would still end up the same way - Cure III is a valuable asset to the WHM, and so isn't a target for being deleted.
    I was more referring to the traits of Freecure and Overcure, which makes Cure 1 have a 15% chance of making Cure II's MP cost be 0, and Overcure gives Cure II's a 15% of making Cure III's cost half MP. I'd imagine it really goes a long way to help white mages conserve mp for longer fight.
    (1)

  9. #59
    Player
    Ametrine's Avatar
    Join Date
    Sep 2013
    Posts
    2,476
    Character
    Diantha Sunstone
    World
    Goblin
    Main Class
    Scholar Lv 70
    Quote Originally Posted by AlexanderThorolund View Post
    Looking forward to how they rework Stella
    Honestly, I think this is one of the few moves that could be completely erased and no one would notice. It's too expensive, the potency is too low, and the heavy effect works on so few enemies you may as well just use your Malefics instead.


    One option, though, is to put forth more "traits" on skills to make up for the skills on the chopping block, or to make under-used skills actually worth using.

    Right now, there are too many that are extremely situational, like Cure 3. Yes, it's superior to use during stacking mechanics, but I, an AST, have never been in a situation where I couldn't handle a stacked party with just Helios.


    My personal favorites, though, are the BLM sheilds, Manaward and Manawall. Why are those attatched to the burst, turret mage DPS with the most restrictive rotation?
    (0)

  10. #60
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Ametrine View Post
    Honestly, I think [Stella] is one of the few moves that could be completely erased and no one would notice.
    It's so pretty, though! ;_;
    (0)

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