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Old 05-01-2008, 04:07 PM  
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Default Re: Regarding cure changes for templars..

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Originally Posted by Dants View Post
In that case, if you're spec'd for cures and have some power to burn, it might not be a bad idea to cast cure on MT once in a while to keep an additional reactive up, and who knows, you might actually get lucky and cure an effect when doing it!
Here is why this 4->1 cure is a retarded idea.

Assign Healer X to spam Cure on MT or MT healer. It will blindly cure any effect on him regardless versus Healer X paying attention, and having a good knowledge of encounters and able to cure when and what mattered.

The Flip side of that shit is if one effect is detrimental to the raid and the other one is not, there is no way to decide what to cure first. I am assuming that it will be a FIFO cure system. Overall this change is going to produce a bunch of side effect.
i.e. VS fight, instead of curing Toxic Infusion, you end up curing some non-sense reflected debuff, and by the time you cure again it is too late.
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Old 05-01-2008, 04:26 PM  
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Default Re: Regarding cure changes for templars..

Dispels 88 levels of any hostile effects.

Looks like it removes all, you can't cure one at a time. This is the only way that it can be implemented, even if it is easy-mode. It is instant recast, if something hits again...just hit Cure again.
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Old 05-01-2008, 06:04 PM  
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Default Re: Regarding cure changes for templars..

I like it. Sure, it's easy mode, but I don't care.

I'm looking forward to macroing the new cure along with /cancel_spellcast to mouse5...
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Old 05-01-2008, 06:36 PM  
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Default Re: Regarding cure changes for templars..

Hmm. I had kind of thought the cure reactives were marginally useless. Now, they are even more so. I wouldn't have kept them before unless they were a prerequisite for extended sanctuary, I guess, the same logic still applies. <sigh>

Before, if I knew a certain mob did a certain kind of damage, I could drop a cure reactive on before the fight, for a bit of extra healing. The duration was for about a minute so it meant not even worrying about the power spent. Now, I have to actually wait, not for the reactive to proc on an effect (which in most cases would do nothing since the tank was warded), but until the stupid effect procs TWICE. Gee...thats useful (and does nothing because the tank is warded).

Oh, well. I suppose I shouldn't complain since I happen to think that the Templar AA's are much better than the Inquisitor AA's. For a healer anyway.
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Old 05-01-2008, 08:46 PM  
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Default Re: Regarding cure changes for templars..

As much as I think absolutely nothing of the cure reactives now... (the concept is poor) And that Mana Cure is too damned specific (so damned hard to find a class that casts a specific resist type when there are 7 types and not evenly distributed)... there just isn't anything better to spend the points in. Every time I go down compliances to buff spells that don't work on epics and deaggro spells that I never see work, I wonder why I bothered yet again.
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Old 05-02-2008, 03:42 PM  
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Default Re: Regarding cure changes for templars..

Gah. Who (which dev) thinks up this crapola ... and when can I have a hit of whatever they're smoking? /sigh
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Old 05-03-2008, 11:28 AM  
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Default Re: Regarding cure changes for templars..

Range 10m, they have to be fucking kidding me. Means I can't range several CC effects anymore. Who the fuck comes up with shit like that?
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Old 05-03-2008, 01:10 PM  
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Default Re: Regarding cure changes for templars..

The 10m thing was an accident.

4 primary cures - will now be one spell...
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Old 05-03-2008, 03:22 PM  
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Default Re: Regarding cure changes for templars..

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Originally Posted by EQAditu View Post
As much as I think absolutely nothing of the cure reactives now... (the concept is poor) And that Mana Cure is too damned specific (so damned hard to find a class that casts a specific resist type when there are 7 types and not evenly distributed)....
Warlock for VS fight = awesome! (I know you know this but I like saying it anyways!)

How will mana cure be affected by this new change? Will it still work like it does now? Change is so scary...

Also how will cure UI work? Right now I can click cure what I want, but if it cures whatever first then will the UI now be worthless?
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Old 05-03-2008, 03:27 PM  
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Default Re: Regarding cure changes for templars..

It just means in UIs the raidwide 4 cure buttons can be consolidated into one, and all of the buttons in your group window will point to "Cure"

Mana cure wont change
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