Quote:
Originally Posted by Aeralik
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 
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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.