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  1. #1
    Player
    Shuon's Avatar
    Join Date
    Aug 2013
    Posts
    526
    Character
    Shu'on Vana'diel
    World
    Tonberry
    Main Class
    Conjurer Lv 50

    Cure made a difference! (low level dungeon)

    I never cared much and never bothered with cure, until today when my party wiped at halatali's final boss (i was the only person killing the wisps). I essentially solo-ed 35% of the boss' hp with the help of fb > rb > cure and defensive cooldowns in between, and even managed to cure through an entire chain of wisp explosions.

    just putting it out there so ppl know its potential.
    (0)

  2. #2
    Player
    Kryzen's Avatar
    Join Date
    Aug 2013
    Posts
    126
    Character
    Mazus Valefor
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    its potential goes to crap when bosses go from hitting like school girls to hitting like roid-raging giants
    (1)

  3. #3
    Player
    Shuon's Avatar
    Join Date
    Aug 2013
    Posts
    526
    Character
    Shu'on Vana'diel
    World
    Tonberry
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Kryzen View Post
    its potential goes to crap when bosses go from hitting like school girls to hitting like roid-raging giants
    i know. doesn't change the fact that it is useful at lower level dungeons, which was the point of this thread.
    (0)

  4. #4
    Player
    Junk4Brains's Avatar
    Join Date
    Aug 2013
    Posts
    36
    Character
    Brahgo Murre
    World
    Goblin
    Main Class
    Armorer Lv 50
    Well I've always enjoyed GLD's cure. I mean by itself it is weak... but when you use it WITH GLD's strong mitigation tools the effect HP from that small cure skyrockets.

    To illustrate the point. Lets say you have a boss that hits for 1000 damage. And a Tank who can heal for 200 HP.
    You are still taking 800 damage.

    But then that tank activates Shield Oath. So that 1000 damage becomes 800.
    That 200 cure brings it down to 600 damage.

    And then the tank lands Rage of Halone. Tank is only taking 30% damage. That is now 700 damage.
    That 200 cure brings it down to 500.

    And now the tank uses Rampart. That 1000 damage is now 500 damage.
    That 200 cure brings it down to 300 damage.

    And then the tank hits sentinel. Mitigating an impressive 700 damage to only take 300 damage.
    For those 10 seconds that cure goes from healing a measly 20% of damage received to a whopping 66.6%. Bringing that 300 damage down to 100.

    So the principle is the stronger your mitigation the stronger the effective HP of your cures is going to be. If spam them thinking you are going to accomplish something, then yes you are right, they suck. But if you use them sparingly WITH your cooldowns that 'little cure' can go a lot further than most would think at face value.
    (0)

  5. #5
    Player
    Shuon's Avatar
    Join Date
    Aug 2013
    Posts
    526
    Character
    Shu'on Vana'diel
    World
    Tonberry
    Main Class
    Conjurer Lv 50
    @Junk4Brains

    I would agree when it comes to solo-ing but I probably wont do that in a party haha
    (0)

  6. #6
    Player
    Kryzen's Avatar
    Join Date
    Aug 2013
    Posts
    126
    Character
    Mazus Valefor
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    hallowed ground + cure wouldn't be half bad though if you are dang near dead. Wont get you to full health but if will get you some HP just in case the healer is unable to get you up to full due to movement mechanics.
    (0)