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  1. #1
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    735
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Some other ideas that might help (obviously not all at once as that would be OP)
    - cure/benefic 1 gets boosted to the potency of cure 2 after each cure 2 usage. The MP cost then stays the same, but cycling through them then would preserve mana. This doesnt make the class more effective in healing potency, but does preserve mana while asking a bit more effort.
    - cure/benfic gets charged by another 20 potency each tick of regen/aspected benefic. Up to a potential 500 extra potency. This simply allows an occasional extra strong cast.
    - cure/benfic also applies a small self heal (potency 200?)
    - cure/benefic gets a shorter GCD beyond a certain level (the shorter GCD could then give similar potencies compared to cure 2. Although the mp and potency values might need adjustment then)
    - each cure/benefic cast boosts the next stone/glare/malefic cast by a certain percentage (reduces healing, in exchange for extra damage), instead of the current 15% chance of boosting cure/benefic 2.

    I think removing cure/benefic and making it become cure/benefic 2 entirely would be a dull solution that doesnt add any interesting mechanics. By giving it some alternative effects, it can be a deliberate choise to take a weaker heal. As it very often already happens that you dont have to heal that much and are already going to damage spam. And sure, within a dungeon/raid you might still be mostly using just 1 of the 2 abilities. But if both have a use, then it still allows some extra optimizing through player skill.

    And yes, if very skilled you might choose to ignore benefic 1 and still only use benefic 2 (if the cure 1 boost is too weak). Or only use cure 1 because its benefits are much greater than cure 2. But its not about it being the default. Its about a situational case in which it can simply aid more. Idealy i would give cure 1 a strong boost to damage aspects (allowing this to be weaved in through DPS attacks at a very low cost in damage), while keeping cure 2 for the case in which healing spam becomes needed. But this still becomes very player and team dependant already.
    (0)

  2. #2
    Player
    Xtro99's Avatar
    Join Date
    Aug 2021
    Posts
    70
    Character
    Wesley Hardin
    World
    Hyperion
    Main Class
    White Mage Lv 80
    Benefic 1 is nearly as useless as undraw.
    (5)