Is there any point? It costs 133 MP and only cure like 200 hp, would we be better of setting something else? And Whats the point of Paladin if it doesn't get its own cure.
Is there any point? It costs 133 MP and only cure like 200 hp, would we be better of setting something else? And Whats the point of Paladin if it doesn't get its own cure.
I see Cure as a very optional luxury throughout the GLD/PLD lifespan. Unlike some MMOs where some tanks spam heals on themselves as part of their threat generation, Paladin here is very much a sword-and-board pure melee. Ironically, Warrior/Marauder is designed as the self healing tank now.
Personally I've found next to no use for Cure. If you're low on health solo and spam cure on yourself you'll often end up taking more damage over the 2 second cast than Cure actually heals. The only use I found was soloing single mobs far above my level, as Cure Spam would eventually outheal a mob's DPS and heal to full after using 90% of my mana. The only time you can really use Cure in groups is during periods where you arent being attacked (or possibly weaving it in during slow boss cast times) but it always felt the time/mana is better spent on flash or damage.
Obviously in most other games Paladin = Tank/Healer hybrid. Here I guess they just went for noble protector with a shield.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I am actually a big fan of having cure on my hotbar but I half agree with the statement that it is a luxury/supplementary but it is still very useful. I think the main problem is people look Cure by itself and go "Man 200 health... that's tiny." and ignore it. But if you look at Cure taking into account all of GLD/PLD's skills you'll soon see that peasily 200hp can go a long way.
The reason it works is mitigation.
Lets say for some reason you have something hitting you for 500 damage. That 200 hp doesn't seem worth it. But lets say you pop up Shield Oath. Well that 500 damage becomes 400 damage. And your 200 hp cure is still 200 hp. Pop Rampart and that 500 damage becomes 300 damage. Pop Sentinel and that 500 damage is all the way down to 200 damage. Pop both Sentinel and Rampart... well you see where this is going.
With PLD it is not about making your cures big it is about making your enemy's damage small. I've always compared PLD and WAR as a sports car and a family sedan. And in this case if 'heals' were gas, WAR is a bit of a gas guzzler while PLD is much more fuel efficient. So that 200hp really goes a long way if you use it wisely.
If you're taking enough damage to pop one or two of your cooldowns you might as well make the most of the mitigation and toss in a heal or two (if you already have more than enough hate that is.) Also sometimes that small heal is just enough to put you back in your healer's 'safe zone' so where they would take the time to heal you twice they get a free round to play with. I really like how balanced it is, with mitigation its strong enough to be effective but you can't abuse it because you don't want to have 0 MP and then need to flash.
PLD's cure is very much about the finesse of tanking. Sometimes victory is not won by grand efforts but the culmination of very well executed small ones.
I have Cure set, almost exclusively for soloing. Sometimes i'll be out doing some quests or a fate and I get in over my head a bit. Convalescence + Second Wind + Cure a few times and i'm good to go. I also sometimes throw a few heals on my chocobo if he's taking aoe damage during fates and I don't want him to die.
Correct. I don't actually have Cure set when i'm in PLD. I have it set when i'm out and about on GLD. For some reason I read the tread as GLD and not PLD. :PA lot of people say "PLD uses CNJ abilities for soloing." but aren't jobs supposed to be for partying and CLASSES (GLA, MRD, LNC, etc can equip abilities from CNJ or any class) for soloing? And PLD doesn't even get any kind of buff to it's healing, so its about as effective as a GLA or MRD or LNC with Cure equipped.
Last edited by Tanoshii; 08-29-2013 at 02:50 PM.
A lot of people say "PLD uses CNJ abilities for soloing." but aren't jobs supposed to be for partying and CLASSES (GLA, MRD, LNC, etc can equip abilities from CNJ or any class) for soloing? And PLD doesn't even get any kind of buff to it's healing, so its about as effective as a GLA or MRD or LNC with Cure equipped.
I keep it on my bar for a couple of reasons.. there isn't much else to go with and it's definitely useful when your party has just eaten an AOE and your WHM needs a couple of seconds to get everyone back up. Spamming self cure in this situation helps.
I don't really understand the argument that "you take as much/more damage in the time to cast than you get from the heal."
Whether you're casting cure or not, you're taking that damage anyway. So your choice becomes on between generating enmity and/or doing damage, using cool downs, or healing yourself during that window of time.
I can understand an argument being made that the damage / enmity is more valuable than the heal and I would typically agree. But, me being only level 21, I've been in situations a few times where tossing a cure or two on myself has made me much more comfortable and less concerned with dying.
In a situation where you have no enmity concern, either don't have cool downs available or are saving them for a harder hitting pull, and are taking spike damage that heal becomes the most attractive action. This situation has come up for me personally on a few trash pulls of 3 enemies.
Personally so far I have not felt the need to take up a spot for cure over a defensive cool down as GLD, but I'm only lvl 25. Time will tell as content progresses however. But none of the instances so far have made me feel the need to use it. Even 3+ trash mob pull and a decent healer and the cool downs are sufficient. I did get all the defensive cool downs from PUG, LNC, and MRD so that I could maximize my mitigation. As a GLD I find I'd rather build the aggro and trust my healer to do their jobs![]()
Last edited by NarcissitInChains; 08-30-2013 at 03:41 AM.
As GLD you have an awesome selection of cross class skills so I can easily see how one could happily ignore Cure forever.Personally so far I have not felt the need to take up a spot for cure over a defensive cool down as GLD, but I'm only lvl 25. Time will tell as content progresses however. But none of the instances so far have made me feel the need to use it. Even 3+ trash mob pull and a decent healer and the cool downs are sufficient. I did get all the defensive cool downs from PUG, LNC, and MRD so that I could maximize my mitigation. As a GLD I find I'd rather build the aggro and trust my healer to do their jobs
As a PLD your cross class skills are god awful to the point where in a group situation there's no point slotting anything except Bloodbath and Foresight... so you may as well also stick cure on your bar because... well just because.
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