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Old 04-29-2009, 12:37 PM  
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Default Whack-A-Cure(tm)

Anyone Else Getting Tired of "Whack-A-Cure"(tm)

I posted on the official boards my complaint of the direction of sony encounters with the ever increasing amount of cures required on raids. its getting really old.

I didn't articulate it very well, because, frankly... im just frustrated with the whole thing.

Our MT defiler went LD last night half-way through anashti so i was solo healing and curing, same thing with Mischief last night, Solo healing and curing.

The Whack-A-Cure(tm) bullshit has reached the point of ridiculousness.

Maybe im just QQing, but i just find myself doing nothing but curing lately.
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Old 04-29-2009, 12:45 PM  
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Default Re: Whack-A-Cure(tm)

It always has been alittle excessive.

I am a big fan of having less to cure but have the debuffs mean alot more than they do now. For example the old delevel effects from mayong and such.

I totally refused to run CoA back in day and the guks this expansion because of spam curing. Luckily they toned them down with all the bitching.

/remembers the Mischief fight back when I used to kill avatars. I think we averaged 600 cures per healer the fight we killed him. SOE!
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Old 04-29-2009, 02:51 PM  
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Default Re: Whack-A-Cure(tm)

They probably had the right idea with Cure Curse. But they are far too in love with AE DoTs to make that type of curing viable otherwise.

Not to mention all of the reactive procs on every single named mob in TSO could probably be marked uncurable because it's probably not worth curing a 10 second icon. But then my Mana Cure wouldn't have anything to do.

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Old 04-29-2009, 03:29 PM  
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Default Re: Whack-A-Cure(tm)

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Originally Posted by EQAditu View Post
They probably had the right idea with Cure Curse. But they are far too in love with AE DoTs to make that type of curing viable otherwise.

Not to mention all of the reactive procs on every single named mob in TSO could probably be marked uncurable because it's probably not worth curing a 10 second icon. But then my Mana Cure wouldn't have anything to do.

The AE dots i don't have too much issue with, thats no big deal, adds some flavor to the fight, requires people to sometimes use potions etc.

The reactive procs that stun/stifle/knockback get really old. or the ones that lowers a person's hit rate, skills, crit rate etc.

It feels like a non-stop Whack-A-Mole (Whack-A-Cure(tm))

Anashti and Mischief are good examples of waaay too many things to cure all the damn time. And its not like you can just not cure them and play dumb. you have to cure them.

There needs to be an AA that gives your target a 10 second immunity from that type when you cure them... maybe thats too overpowered, but its an idea.

I mean, our cure reactive line is still fucking stupid, they should make it instead of healing anything (like it does anyhow) it should proc a cure of that archtype when hit.

So lets say you cure an arcane, they get a 10-15 second buff on them and if they're hit with an arcane within that time frame, it cures them.

Whatever the case is, im tired of the Whack-A-Cure(tm) all the fucking time.

>.<
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Old 04-29-2009, 03:47 PM  
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Default Re: Whack-A-Cure(tm)

It is overpowered. Want to know why? Mystics have it as an ability, they'd be crying about it.
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Old 04-29-2009, 03:54 PM  
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Default Re: Whack-A-Cure(tm)

idk. I don't mind the cure intensive fights every so often, different skillset. But the control effect ones that basically make clerics > other healers and are a contributing factor to rosters flooded with templars is an issue. They've made druids obsolete via encounter design that add difficulty via massive ae's that make a HP/wards/gear cut off for walking in the door to even try it. Add in fights where classes with a stun break, and better yet steadfast/sanctuary, make things 10x easier and it just compounds it.

I'd be ok with mischief damage shields if they gave druids/mystics something to combat stun/stifle in line with clerics so that they'd have half a chance of holding a raid spot.
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Old 04-29-2009, 04:36 PM  
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Default Re: Whack-A-Cure(tm)

idk, simply saying a healer's task should be to heal and not to mass cure is not founded on any arguments but the name "healer". But yea, it's quite annoying to do f.e. the Anashti fight. They should make irrelevant impairments (normal DOTs) uncurable, so that they have to be healed through, and make only the relevant stuff curable.

F.e. make all stifle, stun, mezz and charm effects arcane. That way I could easily spot what's afflicting any other raider.

Gay damage shields that add up to 3 arcanes can go fuck themselves.
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Old 04-29-2009, 05:49 PM  
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Default Re: Whack-A-Cure(tm)

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.

I like how someone posted that they want less cures but have them mean more. I don't understand how you can say that when tons of mobs this expansion have detrimentals that need to be cured or they die, or causes the raid to blow up.

Putting mana cure on the correct person is a huge help. Get the blackened pearlescent bangle, it makes a big difference. Even without those curing isn't that bad.
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Old 04-29-2009, 06:04 PM  
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Default Re: Whack-A-Cure(tm)

Quote:
Originally Posted by mafoe View Post
They should make irrelevant impairments (normal DOTs) uncurable, so that they have to be healed through, and make only the relevant stuff curable.
This is more along the lines of what i was talking about.

Quote:
I like how someone posted that they want less cures but have them mean more. I don't understand how you can say that when tons of mobs this expansion have detrimentals that need to be cured or they die, or causes the raid to blow up.
I don't mind curing. I'm just tired of the Whack-A-Cure(tm) aspect of it.
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Old 04-29-2009, 08:19 PM  
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Default Re: Whack-A-Cure(tm)

Quote:
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.

I like how someone posted that they want less cures but have them mean more. I don't understand how you can say that when tons of mobs this expansion have detrimentals that need to be cured or they die, or causes the raid to blow up.

Putting mana cure on the correct person is a huge help. Get the blackened pearlescent bangle, it makes a big difference. Even without those curing isn't that bad.
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.

My guild seems stuck in a rutt and we don't put in much effort to do much of TSO raids so I don't know what those mobs do for impairments however seeing what some of the heroic instances are like I am sure there is a ton of spam curing involved. IMO if you are curing more than healing then something is seriously wrong with encounter design.

I have been experimenting with manacure and it seems to work alot better than last time I tried it but some of us don't have access to the bangle. LOL
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