So Cure and Physick may be changed when we roll into 4.0 with a new Role & Shared Role skill system. Right now Casters and PLD have access to these spells. And if you look at how they scaled in 2.x i70-130 gear at level 50 and now at level 60 in i180-270 gear, you'll immediately notice that our hp pools have grown tremendously, but that the power of these spells has barely increased at all in the hands of non-Healers.
Are we supposed to keep these spells slotted on PLD, SMN, BLM, and maybe RDM as utility heals? Or maybe just for use in low level and solo content? Because they've lost their effectiveness and it will only be worse in 4.0 without some kind of adjustment. Following the hp/mnd curve established, I think we could expect non-tanks to have around 70k hp by the end of 4.x and for these spells to barely be breaking the 650 hp mark.
I see this as less of a problem for PLD who got their own strong Healing spell, Clemency. Cure is still useless as a cross class skill for them, and useless things need to be addressed.
i70 low-hp jobs had around 3.5k hp or so and these spells healed close to around 300 or so (at least from Casters with bigger weapon D than PLD)
i130 we went to more like 6k hp and Cure/Physick power was more like 350 due to weapon D.
i180 we had around 14k hp I believe, and base MND only went up a tiny bit, maybe to 440 or so.
i270's top of 3.0 gear brings us to 20-22k hp and a Caster's Physick is doing a little more than 500 hp.
As a percentage of hp healed, these spells have become worthless. HP has increased by a factor of 7. Hp healed has increased by less than a factor of 2. And yet there are opportunities to slip them in when bosses jump, or in an emergency, and they could be very valuable in solo activities like PotD if they just scaled more effectively while hp pools increase. Pretty much everyone has access to an emergency heal skill, but Physick/Cure are the weakest. DRK is a little lacking, and MCN lacks Second Wind, but no doubt will get it after the 4.0 changes.
Aside from just adding MND or Healing Magic potency to Casters & PLD at the base level or on their gear, how can this be handled? Ideally these Spells should stay underpowered, at least around/under the 50% mark of a Healer casting them.
So could they scale off of 50% of the STR/VIT split and 50% of INT when used cross class by the jobs that can access them?
Does anyone agree this is a problem for the Role skill system overhaul to handle? Should these spells just be removed in the Role/Shared Role skill system? Should they be adjusted or replaced by native spells or abilities, so that pretty much everyone has some level of emergency healing that is effective? And by effective, I mean a self-heal oGCD cooldown doing about 20-25% (~3-4k in the current ilvl) of your max hp, or a spammable GCD spell doing more like 10% of a healer or dps' max hp (~1.8k in the current ilvl) .
Optimized boss combat, Healer's purpose, and avoiding damage arguments aside, is a very small measure of healing aside from potions a necessary thing for every job, even for just QOL for fates, questing, and potd type activities?
The same kind of scaling issue exists for Cleric's Stance's widening gap when using it for the wrong spells. It use to be less of a difference when level and ilvl were lower. DoM auto-attacks also, because base STR hasn't increased relative to the damage we do with our main stat-based attacks. A stick slap for 70 damage was relatively more when your spells did a few hundred damage, vs when they do 4-7k damage but the stick slap is still exactly the same. I don't think these matter as much as a cross class healing spell, but they are an example of how specializing in one stat and VIT (on our gear) make anything that uses a different stat for its output get pitifully weak as level and ilvl increase.