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  1. #131
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,795
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ForteNightshade View Post
    Three casts of Cure I will have only saved you .5 seconds compared to two casts of Cure II while healing for less (1,500 vs. 1,600), and costing 200 more MP to boot.
    It's worse for Cure I than that.

    Cure I and Cure II each take up the exact same amount of uptime, as all sub-GCD spells do: They consume... a GCD each.

    A cast-time lower than the GCD only allows for more movement, not more uptime.

    Pre-SpS, 3 Cure I casts will take 7.5 seconds. 2 Cure II casts will take 5 seconds. (Rather than 4.5s vs. 4s.)

    Though I'm also not sure where these MP values are coming from. Cure I costs 400 MP each, while Cure II costs 1000 each. So it'd still be 800 less MP for 3 C1s than 2 C2s.
    (2)
    Last edited by Shurrikhan; 04-29-2023 at 08:42 AM.

  2. #132
    Player
    Remolia's Avatar
    Join Date
    Jun 2022
    Posts
    349
    Character
    Remi Poemi
    World
    Omega
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Shurrikhan View Post
    A cast-time lower than the GCD only allows for more movement, not more uptime. [/SIZE]
    And 0.5 second faster application time! Since FFXIV servers are laggy, it means something.
    (0)

  3. #133
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,795
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Remolia View Post
    And 0.5 second faster application time! Since FFXIV servers are laggy, it means something.
    Sure, if they're fewer than 2 seconds from being killed specifically due to a difference of a mere 500 potency's healing in health, and somehow not, say, 2+ seconds from being killed from the difference of 800 potency of healing.

    ...And assuming you haven't a single oGCD heal left, nor any Lilies that'd also instead make that heal instant.

    There's some (though increasingly little as levels increase and any spot-healing itself gets more and more dull in terms of actual spells cast) application, but it's exceedingly rare.

    Moreover, it often depends on prior mistakes on the healer's part, too, like not simply having used a Medica II instead of a non-urgent Cure II or using 3 Cure Is instead of 2 Cure IIs and therefore otherwise lacking the time to get a further person back to a survivable level of HP.

    99% of the time, the sole benefit of Cure I is MP efficiency, but also... 99% of the time, MP is a non-mechanic outside of dying just after having hit Lucid Dreaming.

    ¯\_(ツ)_/¯


    EDIT: Don't get me wrong. I'd rather retain Cure I or an otherwise more efficiency-minded option than have an umpteenth oGCD heal; we have too many of the latter as is. It's just that the context does not allow for Cure I to be a button well spent. AoE heals are too strong, MP is basically irrelevant, and too much of healer's offense is locked up in their filler attack to sufficiently reduce the opportunity cost of offensive GCDs lost to using more MP-efficient heals.

    If you want Cure I and its equivalents to be of real use, rather than just a gimmick to play with at mild cost to your team, each healer's overall kit needs adjustment. Luckily, those are probably adjustments healers would benefit from regardless of whether they retain a less-bursty, MP-efficient spell among their kits.
    (2)
    Last edited by Shurrikhan; 04-29-2023 at 02:06 PM.

  4. #134
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,795
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Silver-Strider View Post
    You're not raising the skill floor for healers by giving them more to do during downtime. That only occurs if the healing demand is increased.
    Technically... perhaps not even that.

    The less of healers' damage output is bound up in their filler attack, the lower the relative penalty of excess healing GCDs.

    And when it comes down to it, one could just not hit their DoTs if they idled too long and now need to heal when their last application's duration has just elapsed.

    Healing requirements don't have any particular anti-synergy with more offensive or non-healing buttons.
    (0)

  5. #135
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Remolia View Post
    And 0.5 second faster application time! Since FFXIV servers are laggy, it means something.
    Even as a former Cure 1 enjoyer, I'm not convinced that's actually true at the level cap anymore. If 0.5 seconds is actually a difference, We can apply far more healing far more rapidly through Lilies/Tetra/Benison/Bene.

    A frankly, with 20 second Lilies, you're getting lilies faster than mechanics happen nowadays

    Cure 1 has 100% had it's day and for the good of our button bloat, should make way for something else that is more consistently useful and interesting.
    (0)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  6. #136
    Player
    Remolia's Avatar
    Join Date
    Jun 2022
    Posts
    349
    Character
    Remi Poemi
    World
    Omega
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Sebazy View Post
    Even as a former Cure 1 enjoyer, I'm not convinced that's actually true at the level cap anymore. If 0.5 seconds is actually a difference, We can apply far more healing far more rapidly through Lilies/Tetra/Benison/Bene.

    A frankly, with 20 second Lilies, you're getting lilies faster than mechanics happen nowadays

    Cure 1 has 100% had it's day and for the good of our button bloat, should make way for something else that is more consistently useful and interesting.
    I am talking about ~1-50 duties where I don't have any lilies. Cure 1 can save some one ez, If target has low HP and Boss is about to hit everyone with his AOE, while Cure 2 (without Swift Cast) will land on already ded target.
    (0)

  7. #137
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Do aoes even hit hard enough in low level duties for that to be a thing though?

    I did Stone Vigil the other day and it’s beyond watered down now. Isgebind used to aoe fairly hard on landing to the point where eating dives could leave people in danger of the following AoE that was 10 seconds or so after landing. Outside of that, I honestly don’t buy it at all but would be interested if you can point me to an example where a boss Aoes immediately after a fail-able mechanic hard enough where Cure 1 would actually be the deal breaker between that person surviving or not.

    Not to discredit you but I just don’t think it’s the case anymore.
    (2)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  8. #138
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Sebazy View Post
    Do aoes even hit hard enough in low level duties for that to be a thing though?

    I did Stone Vigil the other day and it’s beyond watered down now. Isgebind used to aoe fairly hard on landing to the point where eating dives could leave people in danger of the following AoE that was 10 seconds or so after landing. .
    At the time we were also in NQ white gear that was probably 10 ilvls below where we should have been.
    (0)

  9. #139
    Player
    Gullis's Avatar
    Join Date
    Nov 2021
    Posts
    500
    Character
    Gullis Hil
    World
    Twintania
    Main Class
    White Mage Lv 100
    biggest issues is there isn't enough to heal beyond hard content. mostly when I que for normal raids I never, actually NEVER touch any spells beyond the 1 button, and dot every 30 seconds. The little damage there is, easily be dealt with by the cohealer, or if he is of the same mindset, a single ogcd.

    having two healers is beyond overkill in most normal content. there are some exceptions, but mostly its just nothing going on. Healers only get to have fun when everyone else plays bad. at this point, just scrap healers, and rework them into support
    (2)

  10. #140
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,613
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Tint View Post
    It accomplished that I was not running out of mana.

    Three casts of Cure 1 cost 1200 mp while two casts of Cure 2 cost 2000 mp. So I saved 800 mp and lost only 100 potency of healing. On top of that I made use of the infamous free cure procc.

    Without Cure 1 I would have run dry, would not be able to heal the tank anymore and we would have wiped.
    I miscalculated the MP (read potencies twice instead) but there is no chance you're running out of MP in any dungeon provided you're keeping Lucid Dreaming up. Even at near zero Piety, I still don't run out. And yes, I've had to spam Cure II. Trash simply doesn't live long enough in lower level content nowadays you'd ever bottom out.
    (2)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


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