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Thread: Cure Comboing

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  1. #1
    Player
    AlaulaTheGreat's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    347
    Character
    Alaula Aurelia
    World
    Hyperion
    Main Class
    Armorer Lv 60

    Cure Comboing

    When you look at whm/cnj, I know you notice that we only have two two-step combos on our action bar, and they are both damage dealing combos.

    What I would like to see is the ability to have cure, cura, curaga, regen, and esuna be able to work together and make a combo system built around curing.

    Now don't get me wrong, I don't want to destroy the existing combos, but I say curing combos should exist to enhance existing curing strategies.

    Suggestions, comments, concerns?
    (6)

  2. #2
    Player
    Ricepudding's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    55
    Character
    Rice Pudding
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Hard to say how I feel about this idea. Curing is pretty situational already, using what is most needed at the current time. Even if they make cure combos, emergency situations will call for quick or big cures regardless, or AoE DoT situations (i.e. Aurum Vale poison rooms) will call for stoneskin and regen, etc. etc.

    That being said, there are many ways they could introduce healing combos, like reducing cast times or mana costs or adding additional effects. At this point though, I don't think it's really necessary, as things like mana efficiency are a moot point with bard refresh and conj MP-recovery skills.

    I keep arguing myself in circles in my head whether or not I'd like having a combo system in place while healing, since there are MANY different ways they could modify healing spells in combos. I'm definitely enjoying healing right now much more than I have in ANY of the previous patches though, hands down. I mean, curaga FINALLY gets decent use from me now that the dungeons call for stacking up in a lot of occasions! And regen sooooooooooo OP
    (0)
    Last edited by Ricepudding; 03-13-2012 at 03:53 PM.

  3. #3
    Player
    Estellios's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    There was a thread about this a while back, and my response is still the same: personally I don't want combos based on Cure. Combos are meant to be premeditated while Cure needs to be reactionary. You are meant to pick which healing spell to use based on how much damage needs to be cured, how much mp you have to spare, who needs the more immediate healing, etc. It is already an active job in more involved fights. We already have much more flexibility in our class than nearly every other class in the game through the use of our spells and abilities even without branching Combo chains which may just overly complicate and get in the way of healing in emergencies.
    (2)

  4. #4
    Player

    Join Date
    Aug 2011
    Location
    Ul'Dah
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    46
    I think this a good idea. Cures are being thrown out often so there might aswell be a combo or two available that you can go for when you feel it is appropriate to do so.
    (0)

  5. #5
    Player
    syntaxlies's Avatar
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    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    maybe if they added some buffs as effects

    cure no effect,cura plus 10 seconds defense, aga reduced cast or a party buff
    (0)

  6. #6
    Player
    AlaulaTheGreat's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    347
    Character
    Alaula Aurelia
    World
    Hyperion
    Main Class
    Armorer Lv 60
    I was looking into something that locked Mr. Average Joe into having to use this rotation only, but perhaps say...

    Regen> Cura= Reduced enmity. I mean hey, you were gonna regen that blm anyway, why not cura that paladin now!
    Or hell, make a Esuna> Curaga, on the condition that Esuna cures one status ailment, Curaga potency increases.

    This way we are not forced into the using the combo, it just sort of naturally flowed already, we are just being rewarded for it.
    (1)