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Old 05-19-2009, 05:33 PM  
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Default Re: Cure Curse

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Originally Posted by firamas View Post
i thought it was around 4-500? whats making it 1k?
It's like 458 I think, and it's 458 of that type of damage for each type of damage cured with exception to trauma, which maxed out only goes up to like 200 i think (kind of a waste). In theory, if you cleared 4 det types at once you would have like 1700 in wards up, but it would only be a max of 458 (or w/e) in any single type of damage.

Also, I believe a complaint was lodged about jealousy of inquisitors with their mythical group cure clicky, but I'm pretty sure that doesn't have a ward on it. Anyway, my point was that if your group is self-curing (like they should be) then you're going to have a lot more time to focus on curing curses and casting heals/wards which are going to give you a lot more H.Pees than your single target cure ward from the immunity line.
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Old 05-19-2009, 09:58 PM  
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Default Re: Cure Curse

as for the actual topic I feel that a combination of different things makes the most rapid and efficient curse curing system.

The mt group likely uses some specific cure order so that heals remain incoming on mt and they will generally be the last healers to cure people out of their group for the same reason.

An OT group that has much less incoming dmg and with probably two healers might decide to play a combination of cure order and race game with preferably the non shaman curing curse first unless the shammy happened to be between casts and "beats" the other healer to the cure in which case the non shammy would cancel cast and carry on with his shit. (i assume here that most offtank groups run with a shammy if the raid has more than one)

dps groups with single healers would likely be running out of curse cures first so they may have to call on Vent or in a macro for a cure to be made on a specific person. 2 healer dps groups wont really be spamming vent for cross grp cures for quite some time so just expect that and make sure calls for cures are short and specific with "cure name in group 1,2,3 or 4" prefereably. Then it is just a race game once again with first person macroed to that channel completing their cast. (these methods wont work very well if your voice chat is not quiet during kills but if your guild prefers chat channels then again you will need a relatively "quiet" channel for curse curing macros and healers need to pay attention to that shit)



On a side note: it is very easy to make the guild use a standard macro for curse cures both to group and to the raid for the purpose of these "races" (think of it like the standard resurect race type deal basically). Also it is quite nice for making ACT triggers to make a sound when your fellow healer is curing a curse. This will allow you to easily ignore curing that curse without even reading any chat and to step up your heals within your group as your mate is no longer healing your group or casting standard cures etc etc etc.

also an idea is to make triggers for every curse type hitting a person so that you immediately are on the ball. some encounters even warn you before hand if you are getting cursed so you can again make triggers for it in ACT and warn healers well before so they can sort out who is gonna get it cured.





In response to various other people in no particular order and barely relating to cure curse topic at all!

1.hmm I wonder what makes any ward or heal land for higher than the amounts listed on spells... whatever could it be? I'm really stumped by that mystery... maybe it is this value in my persona window called heal crit? and hmmm I remember some other words on some items with crit too... hmmm.... was it crit bonus? does Our stance have that too? maybe some of those items that boost the next heal amount apply to these spells too? who knows!

2. non healers self curing is oh so efficient! wonder how that one will work out while single healing a tyrannus dps group as a mystic. or on anashti or on zarrakon or on anything that has more than one effect really... I'm sure my dps classes will be shouting my praises over vent as they struggle to do dps while having to pot cure or as a mage; pot cure and single cure arcane on others as their healer continues to focus solely on casting heals/wards while they remain debuffed and stunned/interupted/KBed/powerdrained etc etc.

hell even on kultak and some other easier mobs the dmg shield detrimentals should be cured instantly or dps is going to go down to shit. Do you honestly just allow these effects to expire? If so you must think the strange stalker is an uber hard mob if thats the case! for me the cure line parses quite high in general on mobs with those random cures and will absorb subsequent dmg shield triggers and also take the edge off of subsequent ae's.

4. another thing, I'm not to putting the res line down as it is actually awesome for learning encounters but once you have a working strat it is pretty much very limited in use working strats tend to involve zero deaths and even if you take into account an 'unlucky' death of someone on an encounter where dirges would not be able to res in a heartbeat ie anashti, those dirges can have signets to cover two deaths.. as can you and in fact every other person in the raid.


5. inspect the inq mythical as compared to ours for standard effects and then look at some parses of the clicky effect on a fight like anashti preferably one where the Inq is solo healing a dps group (just chose this since it seems to be the favoured name dropping mob of the week) and then come back here and tell me why I should not be envious of their uber mythical! :P

6. I was bored enough to write this.
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Old 05-20-2009, 12:42 AM  
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Default Re: Cure Curse

My responses in red

1.hmm I wonder what makes any ward or heal land for higher than the amounts listed on spells... whatever could it be? I'm really stumped by that mystery... maybe it is this value in my persona window called heal crit? and hmmm I remember some other words on some items with crit too... hmmm.... was it crit bonus? does Our stance have that too? maybe some of those items that boost the next heal amount apply to these spells too? who knows!
The base amount is less than 500. With 900+ to heals and in my heal stance mine casts for 519. Crit is +15% for wards, so... 596. My math may be a bit off, or maybe your gear is just so uber that you can prove me wrong, but I would love to see a screenshot of a 1k cure ward.

2. non healers self curing is oh so efficient! wonder how that one will work out while single healing a tyrannus dps group as a mystic. or on anashti or on zarrakon or on anything that has more than one effect really... I'm sure my dps classes will be shouting my praises over vent as they struggle to do dps while having to pot cure or as a mage; pot cure and single cure arcane on others as their healer continues to focus solely on casting heals/wards while they remain debuffed and stunned/interupted/KBed/powerdrained etc etc.
This is just ridiculous. Of course you have to cure your group members, but let's take Strange Stalker for instance: he hits the raid members randomly with an individual nox, and then every so often he hits the whole raid with a nox det. The individual nox is no big deal, but the one that hits the whole raid is very serious business. Obviously, you have all your non-healers save their cure pot for when the raid-wide nox hits. You can individual clear all you want, but I still think that it should be very rare cases in which you single-target cure everybody in your group at the same time. Even fully specced for cures, you could still have gotten way more hps out of healing and warding if your lazy ass group members clicked their cure pot.

4. another thing, I'm not to putting the res line down as it is actually awesome for learning encounters but once you have a working strat it is pretty much very limited in use working strats tend to involve zero deaths and even if you take into account an 'unlucky' death of someone on an encounter where dirges would not be able to res in a heartbeat ie anashti, those dirges can have signets to cover two deaths.. as can you and in fact every other person in the raid.
I agree with you here. I'd much rather spend my points on survivability than in-combat res. It can come in handy, but you're right. If you have a strat nailed, it's a complete waste of 20+ AA points. Hopefully your raid has at least one dirge if not 2 or 3 for rezzes.

5. inspect the inq mythical as compared to ours for standard effects and then look at some parses of the clicky effect on a fight like anashti preferably one where the Inq is solo healing a dps group (just chose this since it seems to be the favoured name dropping mob of the week) and then come back here and tell me why I should not be envious of their uber mythical! :P
Spirit tap; tribal rage; 30% WIS to ward bonus. GG.

6. I was bored enough to write this.
I was bored enough to respond, but I wasn't bored enough to read that long ass shit you wrote at the beginning.
[/quote]

ily,
-frank
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Old 05-20-2009, 07:32 AM  
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Default Re: Cure Curse

hehe i figured i'd start my post relevant to the thread! and you sooo slacked on part five tbh!
as for part two on strange stalker I just think not forcing my dps to waste time and screw up their cast orders on that fight is a better option. On other fights there are multiple consecutive ae's so I do ask them to use pots for one of them to cut me some slack (I still cure them all anyway if everyone is green since failing to cure within 6 or so seconds can lead to failure or just too much dmg incoming eg. tyrannus especially when it's dmg shield may have a number of people stunned/interupted)
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Old 05-20-2009, 12:18 PM  
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Default Re: Cure Curse

we have a designated floater that only cures the curse when all others are down. If that person then uses there another takes thier spot. Works very well with our raid set up.

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Old 05-20-2009, 01:08 PM  
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Default Re: Cure Curse

how do you assign these "floaters" and what happens with multi curse encounters and how are all the other curses assigned and used efficiently before these floaters come in to play?
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Old 05-20-2009, 02:35 PM  
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Default Re: Cure Curse

I'll explain how my guild does it by mob:

Twins in Palace: Simple, since so few get cursed in this fight. Just make sure to use macro's to avoid wasting cures.

Strange Stalker and Kultak (since they're essentially the same fight on curing curse): Group first, then others. If there are more than two healers in a group (outside of the MT group), they decide who is "main curer" and who will be floater to pick up in and out of group cures that are called. If someone in your group requires a cure and yours is down (assuming single healer) you call in vent WHO needs it. Our groups are fairly static, at least as far as healers go (i have been in group 3 pretty much since I joined the guild lol) so calling out which group is in need of that cure isn't important.

Tyrannus - Group first, others second. We usually run 8-9 healers on this, so its similar to SS/Kultak, have a main curer (or at least "first" curer, then rotate), and a secondary one. Since this has two different curses, which can quickly eat up all cures, we have a rule of healers/Tanks first, DPS gets a cure if they've got the sacrifice, or we're feeling generous ;) Usually because we have so many healers we can keep everyone cured, but sometimes the dps has to wait a bit longer for their cure. At worst, they die, and we rez em, but that rarely happens.

Anashti - Group first, others second. This is another fight we run at least 8 healers for, so again we have a primary curer and a back up per group. This fight also has 2 curses, one short term, one that will blow up the raid if the player casts. It is up to everyone (healers and tanks included!) to tell the healers which curse they have. If its "the casting curse" they hit a macro to tell us (at least I've trained my group to have that macro hehe) and we cure. Otherwise, it stays on them till it falls off. No macro, no cure. I'm pretty adamant about that.

Also, and this one rule is heavily followed, no one calls for a cure in vent unless its a healer. Any time a dps or tank calls for a cure in vent, they're pretty much beat up verbally for it. This is to ensure that vent is kept relatively clear, and we don't have cures being wasted on someone about to be cured by their own group.
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Old 05-20-2009, 04:50 PM  
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Default Re: Cure Curse

yup maelani sums it up nicely
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Old 05-21-2009, 01:33 PM  
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Default Re: Cure Curse

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Originally Posted by Malachani View Post
Also, and this one rule is heavily followed, no one calls for a cure in vent unless its a healer. Any time a dps or tank calls for a cure in vent, they're pretty much beat up verbally for it. This is to ensure that vent is kept relatively clear, and we don't have cures being wasted on someone about to be cured by their own group.
I like this.
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