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Old 04-29-2009, 09:16 PM  
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Default Re: Whack-A-Cure(tm)

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Originally Posted by Kizee View Post
Except you can't really choose what you leave on a player ever since the consolidated cures. Alot of the times the one you want to cure gets buried under a bunch of shit you could care less about.
Actually Consolidating Cures didn't change anything to do with curing what affect. It made it easier to cure actually. If you have Arcane+Elemental on a person, it takes 1 cure, instead of 2 to cure both. So you can pick and choose when to start curing, of course in raiding if you have a debuff on you, it's always bad because instead of only making a few detrimentals here and there really harsh for not curing, they just made all of them suck, which is just crazy.
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Old 04-30-2009, 01:21 AM  
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Default Re: Whack-A-Cure(tm)

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Originally Posted by Pinski View Post
Actually Consolidating Cures didn't change anything to do with curing what affect. It made it easier to cure actually. If you have Arcane+Elemental on a person, it takes 1 cure, instead of 2 to cure both. So you can pick and choose when to start curing, of course in raiding if you have a debuff on you, it's always bad because instead of only making a few detrimentals here and there really harsh for not curing, they just made all of them suck, which is just crazy.
Also sucks for Ykesha's Outer Stronghold - the names like to stack all that other crap with the ability that allows you to hit them.
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Old 04-30-2009, 07:34 AM  
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Default Re: Whack-A-Cure(tm)

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Originally Posted by Kriptini View Post
Also sucks for Ykesha's Outer Stronghold - the names like to stack all that other crap with the ability that allows you to hit them.
Yes, that's what I was thinking about when I made that remark. I would assume something like that would be in raiding too since soe likes to copy stuff.
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Old 04-30-2009, 10:49 AM  
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Default Re: Whack-A-Cure(tm)

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Originally Posted by Holeinabox View Post
I think it's funny you guys are complaining so much about cures. Curing isn't that bad. The trick is you need to know what you can and can't leave on a player. A lot of the detrimentals can just be left on someone without much consequence. But the key is to know which is which.
You go and teach me that for the Anashti fight...
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Old 04-30-2009, 02:03 PM  
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Default Re: Whack-A-Cure(tm)

I'm always happy to answer questions. Send me a tell in game crushbone.kuraja. I don't think anashti is a hard fight.
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Old 04-30-2009, 02:03 PM  
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Default Re: Whack-A-Cure(tm)

have they fixed mana cure?
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Old 04-30-2009, 02:27 PM  
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Default Re: Whack-A-Cure(tm)

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Originally Posted by detras View Post
have they fixed mana cure?
I've only been a templar since last year, but i've always been manacure spec'd and never really had a problem with it.

I wish the description on it was a little less vague and gave more hard numbers listed for the ability.

They did, however, fix the pearl bangle.

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Originally Posted by Holeinabox View Post
I'm always happy to answer questions. Send me a tell in game crushbone.kuraja. I don't think anashti is a hard fight.
He was asking you how you can say you let detrimentals sit on people during fights like anashti.

The whole point of this post was for fights like anashti and harder end game mobs that have whack-a-cure(tm) detrimentals. I'm talking harder content.

I do agree with what they did about the cure curse. they make you weigh what you're going to cure and on whom. some of the curses suck balls but you have to deal with them because there are not enough cures to go around to get the people that are important. this makes more sense. making choices and decisions for the win, not just Whack-A-Curing(tm) everything that pops up.

What other archetypes have the same bullshit whack-a-nonsense?

***edited to add second quote instead of making a new post***
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Old 04-30-2009, 04:07 PM  
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Default Re: Whack-A-Cure(tm)

you talk like I don't know what a hard fight is.
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Old 04-30-2009, 04:26 PM  
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Default Re: Whack-A-Cure(tm)

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Originally Posted by detras View Post
have they fixed mana cure?
Define fixed. You'd have to know how it was acting before and have a change in mind, no?

FYI, just for anyone who cares to know... in beta(the only time it listed what it did) it ESSENTIALLY read as such:
  • When caster(buff recipient) casts a heat spell, this spell has a 10% chance to cure XX levels of hostile heat effects from group members.
  • When caster(buff recipient) casts a cold spell, this spell has a 10% chance to cure XX levels of hostile cold effects from group members.
  • When caster(buff recipient) casts a poison spell, this spell has a 10% chance to cure XX levels of hostile poison effects from group members.
  • When caster(buff recipient) casts a disease spell, this spell has a 10% chance to cure XX levels of hostile disease effects from group members.
  • When caster(buff recipient) casts a magic spell, this spell has a 10% chance to cure XX levels of hostile magic effects from group members.
  • When caster(buff recipient) casts a mental spell, this spell has a 10% chance to cure XX levels of hostile mental effects from group members.
  • When caster(buff recipient) casts a divine spell, this spell has a 10% chance to cure XX levels of hostile divine effects from group members.
This made for like 5 pages of text for an effects list, so I guess that's why it says nothing now. But it's important to note that casting a mental spell will not cure magic impairments, etc.
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Old 05-01-2009, 12:00 AM  
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Default Re: Whack-A-Cure(tm)

i guess I should say have the changed the proc rate? last I heard it has since been nerfed on the procing. has that changed?
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