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Old 08-20-2007, 05:59 PM  
Fucking SICK of spell resists
 
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Default Re: Cure Consolidation Concern

Final Fantasy games I played through childhood had cure-all abilities. Well, Final Fantasy 6 made you use different cure items for different ailments. That was more annoying than anything.

This consolidation change gets rid of another slight layer of finicky bullshit that makes grouping with new players such an aggravating process. Not needed, and won't be missed.
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Old 08-20-2007, 06:01 PM  
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Default Re: Cure Consolidation Concern

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Originally Posted by Illuminator View Post
Final Fantasy games I played through childhood had cure-all abilities. Well, Final Fantasy 6 made you use different cure items for different ailments. That was more annoying than anything.

This consolidation change gets rid of another slight layer of finicky bullshit that makes grouping with new players such an aggravating process. Not needed, and won't be missed.
They also cost more to buy/use than specific cures.
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Old 08-20-2007, 06:56 PM  
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Default Re: Cure Consolidation Concern

Um what about the times which you do NOT want to cure someone?
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Old 08-20-2007, 07:35 PM  
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Default Re: Cure Consolidation Concern

Wath gonna happen not only to tranquility spell but also on AAs who improve cures on that change ? wardens gonna get tranquility changed ? again ? hell more changes on it then tarinax allready.

On warden AA cure ones i only got points in arcane and trauma cause are the only i see "a bit" ussefull. Trauma cure adds mitigation vs others types adding resists...
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Old 08-20-2007, 10:25 PM  
Fucking SICK of spell resists
 
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Default Re: Cure Consolidation Concern

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Originally Posted by gungo View Post
Um what about the times which you do NOT want to cure someone?
Just like the times you do NOT want a hot blonde to straddle your face? What's the point of requiring a strat like that?
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Old 08-21-2007, 01:21 AM  
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Default Re: Cure Consolidation Concern

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Originally Posted by Pinski View Post
They also cost more to buy/use than specific cures.
Dumb question maybe, but when do you not want to cure someone? lol
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Old 08-21-2007, 01:59 AM  
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Default Re: Cure Consolidation Concern

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Originally Posted by Aeralik View Post
You need to understand how your cures work before needlessly worrying about such things. Once you understand them you will realize how simple of a change this really is

I may be paying to much attention or maybe I'm just a good player but it seems that two things are taken into consideration when curing or buff dispelling.

1. Level assigned to the spell
2. Order in which the spell was cast

I cannot recall without logging in right now what the current level of curing hostile effects is. Taking into account condition number 1, cures work like so: Debuff with the level 56(Elemental type) lands on tank named MeatShield and Debuff with a spell level 16(Elemental) lands on meatshield again. He now has a total of 72 levels of hostile elemental effects on himself. This being said, now understand that cures have a total level of which the can cure, and anything that falls below or exactly with the stated level they cure will be cleansed from the target they cure. So if in this instance you cured 66 levels it would only remove the level 56 elemental debuff and not the level 16 one.

Often times I find it frustrating that there are multiple hostile effects on a person in my group. One bane of my exsistance as a healer has been the ever annoying Trama hostile effect called Pin, it's seemingly a very low level hostile effect but I sit there spam the shit out of trama cure because mobs cast it so damned much.

I think cure consolidation would be fucking awesome, I love doing everything else about my class except curing. I think it's the worest fucking game mechanic this game has for priests and it frustrates me to no end that Wardens(Myself), Templars, and Mystics have a full AA line to enchance our cures with dumb effects that in the long run don't amount to live or die in any situation ever.

I'm hoping and praying that Aeralik fixes this fucked up mechanic and these shitty lines when he consolidates cures. Don't just make the AAs add resists every time the all cure goes off now, either make each rank add several levels to the cure amount or have some type or HP regen effect so that they actually compare with Mystic/Templar effects since we got nerfed out of our full minute of mitigation/resist buffing when to many people complained that ours didn't go out in three hits so we should get nerfed(wardens).

When you change Tranquility and I think Mystics also have an effect that does the similar called Ancient Balm, try making them either do double or triple the amount of curing as the base priest cure all or give them an after effect to make the target immune to hostile effect debuffing for a short duration(Do make it short, like 10 seconds or it will be exploited to make to many encounters trivial).

Off Topic But While I'm ranting....

Some other Spell problems you can address are as follows...

Aside from this, you are addressing my problems w/ multi tier farming for Masters by making spells by 10 level tiered instead of being annoyingly repeat at 14 levels. Now just make all Ancient Teachings either repeat every 20 levels like you did with the level 50 spells(Example: Hierophantic Genesis at 50 becomes Hierophantic Advent at 70), Or just simply make the few spells per class scale with level like you did with Nature's Ally(Warden Wolf Pack Spell), otherwise in RoK spells like Protecting Grove that still spawn at level 58 when summoned will be utterly useless like they are near useless now.
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Old 08-21-2007, 09:51 AM  
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Default Re: Cure Consolidation Concern

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Originally Posted by Oakmiser View Post
Dumb question maybe, but when do you not want to cure someone? lol
an idea for a future raid mob ability?? :P
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Old 08-21-2007, 09:57 AM  
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Default Re: Cure Consolidation Concern

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Originally Posted by gitana View Post
Wath gonna happen not only to tranquility spell but also on AAs who improve cures on that change ? wardens gonna get tranquility changed ? again ? hell more changes on it then tarinax allready.

On warden AA cure ones i only got points in arcane and trauma cause are the only i see "a bit" ussefull. Trauma cure adds mitigation vs others types adding resists...
That's a Damn good point. We (wardens) have that whole stupid AA line for enhancing each type of cure. We have to put way too many points in to them to get the group cure spell enhanced. The consolidated cure spell negates that entire AA line, that had already been nerfed in to stupidity.

So the cure-all change means wardens get a whole new AA line that doesn't suck? Yeah! Go Spell Consolidation!
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Old 08-21-2007, 10:19 AM  
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Default Re: Cure Consolidation Concern

Quote:
Originally Posted by Oakmiser View Post
Often times I find it frustrating that there are multiple hostile effects on a person in my group. One bane of my exsistance as a healer has been the ever annoying Trama hostile effect called Pin, it's seemingly a very low level hostile effect but I sit there spam the shit out of trama cure because mobs cast it so damned much.

I think cure consolidation would be fucking awesome, I love doing everything else about my class except curing. I think it's the worest fucking game mechanic this game has for priests and it frustrates me to no end that Wardens(Myself), Templars, and Mystics have a full AA line to enchance our cures with dumb effects that in the long run don't amount to live or die in any situation ever.
This isn't a gripe about cure consolidation, you just don't like curing repetitive bullshit like pin. You'd probably like the curing mechanics more if they took useless bullshit like pin out of the game since it's pretty much just an annoyance and doesn't make any mob harder or add anything to the flow of combat.
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