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View Full Version : Group Cures and Combat Revamp


bigmak20
08-19-2005, 07:52 PM
Currently group cures are all training "options" (mandatory one time shot choose or be screwed) -- Level 10: Daedt's Group Anitidote  - Group Cure Noxious Level 20: Tonmerk's Mending Aura - Group Cure Trauma Level 30: Plorsin's Elemental Salve - Group Cure Elemental Level 40: Vansted's Rain of Faith - Group Cure Arcane they all heal for high 50ish low 60ish levels of whatever impairment they take on (at L50) with independent 8 sec timers. with the revamp -- we loose the emergency save "Resolve" and "Resolve" becomes -- Resolve: Group Cure Arcane and Trauma; 40 second recast. quite worthless due to insanely long recast.  So Ok; not so bad if can respec to get missed group cures.  Yet another spell that gets to be as worthless as water breathing lineup. BUT... is it true that all those group cures are moved to the same timer?  So can only cast one and wait for the timer to expire to cast another?  It's very routine to get all the impairments hit AT ONCE on a raid situation and have to cure them all back-to back... so this is a nerf. HOWEVER... I see in the screenshots the <font size="4"><b>single target cures have ZERO recast time!</b></font>  Now that is a POSITIVE!  With zero second recast the 'not choosing of group cures' becomes a hassle not a handicap since can toggle thru everyone as quick as you can click.   So group cures = convenience not a requirement. <b>Could someone in test please verify the timers.</b> Thanks!

Imri
08-19-2005, 08:33 PM
Ya resolve is basically a joke right now from screenshots i have seen. Hopefulyl someone at SOE realizes this and tweaks it before changes go live. It looks like they st al the training spells for all classes to produce level 50 scaled effects. That is part of the reason some of the buffs from a few look very overpowered compared to the spells they are based off of. The best thing I can compare the setup is that now shielding faith is meant to be our new resolve, and resolve is meant to appease people who missed the special trainings. Like you said though, it is a joke with the mana cost and recast time. <div></div>

Sassyone
08-19-2005, 08:59 PM
<P>With a respec trashing resolve is unnecessary. Furthermore, why would we need a group cure with both trauma and arcane unless they intend us to train 2 other options in place of the group trauma and group arcane spells. From the looks of the final comparison post in the templar forums...temp's didnt come out too well. We can only hope things change in the next couple of weeks. Makes me wonder tho' if healers will get fed up and reroll or just bend over so SOE can  finish sticking it to us. </P> <P>Either way, from the looks of things, especially the healers are going to have to relearn their toons. Now wont it be interesting for those raiding guilds lol, healers dont know which spells to cast. "ooops, that spell was meant to be ...oh well SH$T we are dead! /giggle Sorry guys.  </P>

Dragonreal
08-19-2005, 11:56 PM
Only have a teens test char but it's high enough to have half the single target cures, and yes they are 0 recast but have a .5s refresh thingy or whatever (you know the small amount of time right after you cast where you can't cast anything else at all, linked or not linked to what you just cast).

AzraelAzgard
08-20-2005, 03:27 AM
<DIV>Linked recast timers are still ridiculous though, they are completly different lines of curing !</DIV> <DIV> </DIV> <DIV>Its not like you have cast a group arcane cure and then single target arcane is on a recast too, could accept that.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>But curing arcane and having all 4 cures recast time, pathetic.</DIV>

Supernova17
08-21-2005, 01:05 AM
Even if SOE removes timers on single cures, so healers can spam target people in group to cure, there will always be distance. Group cures have far greater range than single target cures. You wouldn't want to be curing the stun off your MT so he can hold aggro with a Wrathing  / Barraging mob on your head. Then again, I heard rumors they might remove Wrath. <div></div>

AzraelAzgard
08-21-2005, 02:33 PM
<DIV>Even if Wrath isnt removed it'll be seriously weakened with the CC.</DIV> <DIV> </DIV> <DIV>The devs claiming that mob dmg suddenly shot up in the higher tiers and we didnt have heals, hps and resists to cope with it is their own fault.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>It all came from the 300% increased dmg for Wizards and Warlocks which no-one thought, Oh yeha half our epic mobs are casters I wonder what will happen.</DIV> <DIV> </DIV> <DIV>Ah yes 25k Ice Comets, we'll just remove the need for an entire archtype because theres nothing you can do as a healer vs an instant kill hit.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Hopefully after the CC mob dps will scale slower and we wont see such insane effetcs on raids like AEs that take the entire raid to 10%hp, or mobs with nukes that can instantly kill your tank.</DIV>

Supernova17
08-22-2005, 03:00 AM
<span><blockquote><hr>AzraelAzgard wrote: <div>AEs that take the entire raid to 10%hp, or mobs with nukes that can instantly kill your tank.</div><hr></blockquote>That takes all the fun out of it <span>:smileytongue:</span></span><div></div>

Orid
08-22-2005, 05:10 PM
<P>I was angry at first when I saw what they did to resolve. I was looking forward to an increased number of hits of it's current state (and scribbed master 1 in hopes of that).</P> <P>After playing on beta, I like resolve better now then before because it's a sure fire cure for what it's supposed to cure. Also, in beta, many of the mobs stun and stifle, nearly all that I've encountered have some form of it. Many of the mobs focus attacks which are trauma based and in pre-beta, trauma ailments really don't do jack. However, in beta trauma ailments actually last a lot longer and hit the entire group, this spell is a cure all for that kind of stuff. If in the off chance the templar does gain agro, harmony is a great spell. However, with a fighter class in the group I've not had any problems with agro control and have been using harmony as a long stun.</P> <P> </P>

Brutus2
08-23-2005, 02:20 AM
Does the new Resolve remove stun / stifle?  Can you still cast it when  you are already stifled?  If so, its not a terrible spell.

AzraelAzgard
08-24-2005, 04:19 AM
<DIV>Aye if it allows you to group cure stun, mezz, stiffle etc effects while under the effect yourself its great, otherwise its not going on my spellbar.</DIV>