That's an easy fix honestly. Just make Cure 2 have the same cast time. The fact they made the cast time changes to Glare and not the whole kit was just a bizarre change really.I manage to save people many times in 50 level alliances/trials with Cure1 only coz of 0.5 second faster cast, this 0.5 second allowed me to apply heal right before Boss mass AOE hits the target, other time it allowed to heal almost on walk, while I was avoiding tricky mechanics myself.
But they did.
Cure II always had a cast time of only 2 seconds.
Medica was 2.5s, now 2s.
Medica II was 3s, now 2s.
Holy is an outlier, they reduced the cast time from 3s to 2.5s. But the AoE stun is also an outlier and a tradeoff I am willing to take.
Except Holy and Raise all the cast times of WHM are shorter than the actual GCD.
It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.
I meant moreso why they weren't all changed to 1.5 seconds. Even with the Stun in Holy, I don't see a point on why it couldn't also be changed to 1.5s. With every new oGCD added each expansion, the overall power of Holy over the other healer becomes less impactful since they can just weave in those oGCDs seamlessly while spamming their AoE while WHM has to clip theirs constantly. It just seems pointless not to do soBut they did.
Cure II always had a cast time of only 2 seconds.
Medica was 2.5s, now 2s.
Medica II was 3s, now 2s.
Holy is an outlier, they reduced the cast time from 3s to 2.5s. But the AoE stun is also an outlier and a tradeoff I am willing to take.
Except Holy and Raise all the cast times of WHM are shorter than the actual GCD.
Last edited by Silver-Strider; 04-28-2023 at 12:49 AM.
Even easier, just have a trait that changes Cure 1 into Cure 2 at the appropriate level. It's available when synced, and not when not synced.
Should be the same with Medica 1 into 3 There's no reason for both to exist.
and upgrade the Cure1 trait that makes Cure3 cost no MP to also make Cure3 instant cast.
I agree with this.
AST does this already MORE OR LESS. Benefic and Benefic 2 both have a 1.5 sec cast time. The only difference is Benefic 2 has a 700 MP cost vs Benific 1's 400. (Cure 2 and Cure 1 have the same deal, just 800 and 400). If they reduced the MP cost of Benefic 2 and Cure 2 to 400, they could make them straight upgrades. They could even make them a bit different - for example, maybe Benefic 2 is a 500 Potency heal with a 100 Potency DoT that ticks three times, once right away, once at 3 sec, and again at 6 sec (800 total) and Cure 2 is a straight 700 Potency heal, a bit weaker but more direct. AST has Essential Dignity super early to patch the damage more if that's too slow, and WHM is supposed to be the more simple and direct healer. For low level content, that'd be fine, even overwriting the HoT some would be fine.
But even just making them straight upgrades would be fine if they WERE straight upgrades.
The problem right now is they aren't because the 2 versions cost more MP (meaning spamming them makes you OOM faster - that is not an upgrade), and in the case of Cure 2, even have a longer cast time (which is a downgrade)
No, actually. They weren't doing their job by not popping cooldowns. So while you can try patching up their mistake, the fault would still be theirs as you wouldn't have been in such a scenario if they knew the basics of tanking. Dusk Vigil is level 51. There is no excuse to not know how cooldowns work by that point.
Nevertheless, Cure I wasn't didn't come in as much clutch as you're giving it credit. Benediction and Cure II spam would have been more efficient due to the massive difference in potency. 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. In otherwards, it accomplished nothing. None of this is to criticize you but rather highlight just how useless Cure I is. The only very minute niche it has would be if someone would die within the .5 seconds between casting it over any other heal. Those scenarios are so seldom it isn't worth the hotbar space.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Correction on the mp cost, cure 1 is 400, cure 2 is 1000. THis is the same mp cost as Medica 2 which means you're getting less with this single target heal instead of the aoe regen. There shouldn't be any case to even use cure 1 or cure 2 at this point when regen is more than sufficient to cover the hp which there isn't a lily to cover things.
It accomplished that I was not running out of mana.Nevertheless, Cure I wasn't didn't come in as much clutch as you're giving it credit. Benediction and Cure II spam would have been more efficient due to the massive difference in potency. 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. In otherwards, it accomplished nothing. None of this is to criticize you but rather highlight just how useless Cure I is. The only very minute niche it has would be if someone would die within the .5 seconds between casting it over any other heal. Those scenarios are so seldom it isn't worth the hotbar space.
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.
Last edited by Tint; 04-29-2023 at 08:17 AM.
It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.
The sad thing is that would actually add agency and options to healers... if that GCD of DPS downtime mitigated (in going from a ranged instant filler to continuing average ppgcd) were actually worth the cost to healer damage. But because it's disproportionately your lower performing DPS who are also taking flame baths... that's just not quite the case.
This on the other hand seems a non-issue to anything but the enjoyability of DPS gameplay.It's the reason Savage does Damage Down, not Vuln stacks, because otherwise people do exactly that. Just ignore mechanics for uptime.
DPSing is more fun when you actually have to do what you can to mitigate the net costs of mechanics, including to your own damage, and having the best answer always be to not dodge would make DPS gameplay less interesting. On the other hand, having dodging always be the best answer actually makes party play the less interesting.
A better balancing point than Damage Down, honestly, would just be to reduce healers' free (oGCD) healing and increase their damage per GCD. Then, if the difference between moving and full damage were actually enough to make up for that Glare lost, the healer gets more to cast.
It's honestly the lower end content that needs to assume the utmost tunnel-vision from its players, not the higher end. And the more we assume that tunnel vision from the whole party, increasingly therefore barring any exchange of resource/outputs between roles (a tank able to further a turtle a hit for a situational net rDPS increase through its healer, a DPS having good reason to greed, etc.) the more tunnel-visioned each role's kits become, until we have three flavors of DPS but with additional, differently-colored buttons to be used upon mechanical cues.
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