they should be updated, and should also stack to 99
they should be updated, and should also stack to 99
Ether > Ether+1, Ether+2, Ether+3 > 100 - 320 MP recovery
Hi Either +1 -3 > 320 - 500 MP recovery
Pro-Ether + 1 -3 > 400 - 620 MP recovery
Elixir +1 -3 > 200 HP and MP recovery - 500 HP and MP recovery
Hi-Elixir+1-3 > 500 HP and MP recovery - 1500 HP and MP recovery
Max Ether +1-3 > 1000 - 2500 MP recovery.
Quite easy to make these very useful, as well as removing the cool down. FFs have always been about item use until you get spells that handles what you need to do for recovery, even then ethers have always been integral in harder fights.
Hi Keftenk,
Good point. With basic Cures and other spells being so expensive to cast, Ethers (and the item reuse lockout timer) makes them pretty ineffective for high level play.
I'd also chime in that +MP (Manathirst) Materia need to be updated also. Getting only~ +20 MP or +30 MP isn't going to help very much now that MP Costs have skyrocketed.
I think Ethers have a ridiculous cool down timer on them as well, for 50MP....
Over in the Alchemy forums we had a similar discussion — Alchemy Reform — talking not just about ethers but potions, poision and alchemy recipes in general.
Hopefully when the reformed Alchemy recipes come out (in 1.21 maybe?) ethers and potions will scale with our level, recovering a more reasonable amount to become actually useful. I'd like to avoid the need to create different variants of MP and HP recovery medicine (Ethers, Hi-Ethers, Hyper Ether, Max Ethers, etc.) they'd probably do it so they could make the ingredients for higher level medicine increasingly harder and harder to obtain.
I have no problem with a cooldown timer, but I'd prefer it to be something more reasonable, along the same lines as Second Wind. (And in that it recovers an amount equal of HP or MP as well.) A 45 secs cooldown with both ethers and potions have their separate timers seems reasonable. (No idea if they both currently share the same cooldown timer.) Though, perhaps the timer should be lower to balance things out. Second Wind is a limitless ability and only requires very little TP to use whereas ethers and potions are limited and cost gil to buy (or time to make).
Really the most annoying part about culinarian is that everything takes a large amount of materials for you to make... a single item. Food goes away when you die and you'd want to use it the most in a tough fight so its a lot of time crafting just to provide yourself/others with enough to last for any period of time.
Hello ether thread! I just wanted to stop by in here and let you know that we forwarded your requests regarding ethers to the dev. team and while we can't say too much regarding specifics, they wanted us to remind you that medicine effects (and their recipes) will be revamped in 1.21.
Bethany "Rukkirii" Stout - Community Team
I really hope they become mandatory for some higher end content. That would really help both the economy and depth of this game.Hello ether thread! I just wanted to stop by in here and let you know that we forwarded your requests regarding ethers to the dev. team and while we can't say too much regarding specifics, they wanted us to remind you that medicine effects (and their recipes) will be revamped in 1.21.
All I see is hurr.
Even if its not mandatory if the effects are actually GOOD people will use them.
I mean in ff11 food was NEVER needed but if you went to a party without it or end game you where a noob lol.
I'd rather they ditched raise being equipped by everyone and have phoenix downs for that purpose (with a long use time, limited uses per battle and relatively expensive requirements to purchase from NPCs so there's a market for the consumable).
Personal opinion, of course.
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