View Full Version : Group Cures?
Ricksilva
08-25-2005, 05:23 PM
<DIV>So now that our trainings have been taken away, who gets what group cures and when?</DIV><p>Message Edited by Ricksilva33 on <span class=date_text>08-25-2005</span> <span class=time_text>06:24 AM</span>
Lady Uaelr
08-25-2005, 05:54 PM
<DIV>From reading so many of these boards it appears that what is coming ahead is a big mess. No one seems to be sure what role they will be playing with a group or raid.</DIV>
djhbeek
08-25-2005, 06:02 PM
<span><blockquote><hr>Ricksilva33 wrote:<div>So now that our trainings have been taken away, who gets what group cures and when?</div><p>Message Edited by Ricksilva33 on <span class="date_text">08-25-2005</span> <span class="time_text">06:24 AM</span></p><hr></blockquote>very good question. i was wondering that myself this morning ...</span><div></div>
Ar-Cunin
08-25-2005, 08:09 PM
<P>As a Fury I got a new group cure at level 42 - it was a combined disease, poison, heat and cold. So it covers the same cures as I used to get at level 10 and 30.</P> <P>Stats: Toxic Abolishment (app2)</P> <P>Power 214, Cast time 3.0, Recast time <U>40.0</U> , dispel 42 levels of types, (37 levels at app1)</P> <P> </P> <P>Makes me wonder if Wardens and Templars will get a 'group cure all' spell</P>
bigmak20
08-25-2005, 09:07 PM
Templars grp cure Arcance/Trauma. That's it. That's all we get. Grp cures needed so rarely most tempar didn't even choose them when they had the option. All the templar haters (most of them wardens) are really really happy.
Twizzel
08-25-2005, 09:27 PM
<BR> <BLOCKQUOTE> <HR> bigmak2010 wrote:<BR>Templars grp cure Arcance/Trauma. That's it. That's all we get. Grp cures needed so rarely most tempar didn't even choose them when they had the option.<BR><BR>All the templar haters (most of them wardens) are really really happy.<BR><BR><BR><BR><BR> <HR> </BLOCKQUOTE><BR>Wow...so Templars...the true, fully devoted to healing class...cannot cure disease and poison...gah...
SniperKitty
08-25-2005, 10:16 PM
"Wow...so Templars...the true, fully devoted to healing class...cannot cure disease and poison...gah..." - Twizzel Templars are far from the fully devoted healing class. ::rolls her eyes:: Wardens are just as effective and devoted as a healer, as a Templar is. From an RP standpoint, they are even more of a healer; a defender, compared to a Templar. Healers are often rare enough to find, people won't care what class or sub-class you are, as long as you don't have a reputation as a suckbutt healer. <div></div>
Kizee
08-25-2005, 10:24 PM
<BR> <BLOCKQUOTE> <HR> SniperKitty wrote:<BR><BR> Healers are often rare enough to find, people won't care what class or sub-class you are, as long as you don't have a reputation as a suckbutt healer.<BR> <BR> <HR> </BLOCKQUOTE>I have a feeling that they will be even harder to find (due to alor of people quitting) or people will be having EQ1 flashbacks with the shear number of druids (furies) that are going to be running around.<BR>
Twobox
08-25-2005, 11:58 PM
<P>In the current EQ2, is you did NOT choose your group cures, you will find yourself without the key component to many successful raids.</P> <P>It's a shame that there's so little need for resists and cures on the "experience" side of the game when the need is so severe on the "raid" side of the same game.</P>
Twobox
08-25-2005, 11:58 PM
<P>In the current EQ2, if you did NOT choose your group cures, you will find yourself without the key component to many successful raids.</P> <P>It's a shame that there's so little need for resists and cures on the "experience" side of the game when the need is so severe on the "raid" side of the same game.</P>
Blast2hell
08-26-2005, 02:54 AM
yes, if this doesn't change, guilds will need LOTS of priest to get the proper setups to protect the raid forces.
Twizzel
08-26-2005, 03:32 AM
<BR> <BLOCKQUOTE> <HR> SniperKitty wrote:<BR><BR>"Wow...so Templars...the true, fully devoted to healing class...cannot cure disease and poison...gah..." - Twizzel<BR><BR>Templars are far from the fully devoted healing class. ::rolls her eyes:: Wardens are just as effective and devoted as a healer, as a Templar is. From an RP standpoint, they are even more of a healer; a defender, compared to a Templar. Healers are often rare enough to find, people won't care what class or sub-class you are, as long as you don't have a reputation as a suckbutt healer.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>LoL...a bit touchy are we? I never said the most effective healer :smileyvery-happy:. But let's face it, the other healing classes get to do lots more damage and have lots of buffs, damage shields, etc., that Templars will never see...which means Templars are mostly devoted to healing instead of damage dealing (group setting mind you, since we are talking about group heals). Well...and we can take more than three whacks from a mob before eating dirt, so we are not afraid to step between a mob and other weaker members of our group smileywink:. To remove the ability to cure poisons and disease from a Templar is sacrilege!! A Templar, devoted to furthering the cause of their calling (which should be a deity, and for some of us still is--I get all my abilities from Bristlebane) should be able to heal and cure all manner of affliction. A druid should be out living in the wild, infrequently coming in contact with others (druid, worship nature, run around hugging trees (okay, jk) all that stuff). So your RP standpoint of a druid differs significantly from mine...heck, even a Shaman would seem to be more of a healer from a RP standpoint since they get their abilities from the Spirit World...</P> <P>In all seriousness...I find it silly to take any type of group cure away from Templars just so the other healing classes can say they have some type of group cure. I chose Templar because I wanted to be mainly a healer. I didn't want to turn into a wolf, or a lion, or a bird, or a bear...I want to heal, cure, keep my group alive, etc..and to heal, cure, and all that, I need to have the tools to cover it. Unless of course they are going to take the shapeshifting abilities of druids and shamans away and share them with we Templars. And please don't always thinks just because someone suggests something or makes a comment, it automatically means we think that other healing classes aren't as effective. In a certain other EQ game, I used to go into LDON as a Paladin and the only healer...so I am very aware you can make almost any class work with the right approach.</P>
thepriz
08-26-2005, 03:50 AM
If it is true that a cleric can't cure poison and desease then it seems that the devs are focusing on wiered ways to make each class different. They seem to be focused on how to balance each character and try to give each character some difference but they totally destroy the understanding of what each class truly is. The only class that seems to be done correctly is the Guardian since all they do is defend and attack. To me they have destroyed the identity of each class and have tried to mold them into 4 classes. They fall short when it comes to giving each class a unique feel, because they try to do this by limiting the type of things (e.g healing, buffing, dd, dot) a class can do so that each character has a place in there eyes. I don't know, I will have to see what the changes do, I hope it doesn't make me feel I am playing 1 of 4 classes with different restrictions depending on what class I chose. Unfortunatly I think the EQ1 way of defining a class was better because you defined the class to itself not one of 4 types. But this is a balancing act that they tried to do to make everything balanced and I hope it does not kill the game. <div></div>
Twizzel
08-26-2005, 04:00 AM
<BR> <BLOCKQUOTE> <HR> thepriz wrote:<BR>If it is true that a cleric can't cure poison and desease then it seems that the devs are focusing on wiered ways to make each class different. They seem to be focused on how to balance each character and try to give each character some difference but they totally destroy the understanding of what each class truly is. The only class that seems to be done correctly is the Guardian since all they do is defend and attack. To me they have destroyed the identity of each class and have tried to mold them into 4 classes. They fall short when it comes to giving each class a unique feel, because they try to do this by limiting the type of things (e.g healing, buffing, dd, dot) a class can do so that each character has a place in there eyes.<BR><BR>I don't know, I will have to see what the changes do, I hope it doesn't make me feel I am playing 1 of 4 classes with different restrictions depending on what class I chose. Unfortunatly I think the EQ1 way of defining a class was better because you defined the class to itself not one of 4 types. But this is a balancing act that they tried to do to make everything balanced and I hope it does not kill the game.<BR> <BR> <HR> </BLOCKQUOTE><BR>/agree. You will find throughout the forums there are folks concerned about the watering down of all the classes individuality. It kind of goes back to EQ1 where everyone thought you had to be a cleric, warrior, or enchanter to get a group. You didn't. But enough people vocalized you did, so the thought process seems to be all healers heal with the same effect, all tanks tank with the same effect, all DPS classes have the same effect, and ditto the nukers. Shrug...to me this will destroy the game. There is nothing wrong, in my mind, with some classes being stronger in groups and some classes being stronger soloing...after all...EVERYONE gets to pick what class they want to play...oh, and they have a minimum of FOUR character slots. I, by far didn't pick the strongest classes to play...I have a Templar, an Illusionist (that I will call a chanter till they take our mezzes away), and a Paladin. Templar can group and solo, neither as well as some other classes. Chanter can solo a bit, can be helpful in a group. Paladin can solo quite well, but folks seem to prefer other tanks in groups. I never once called out the nerf bat because other classes appeared to play differently. If I wanted to play one of those other classes I would. To be honest, even before the revamp, the classes in each archetype are WAY too similar for me and destroy any real semblance of the ability to RP a class effectively.
Rougejenn
08-26-2005, 10:47 AM
<P>Mystics get one group that cures everything except elemental!! I have to say I LOVE all the changes and being able to play a class that is no longer broken rocks!!</P> <P> </P> <P>AMEN AND THANKS SOE!!!!:smileyvery-happy:</P>
Tendonit
08-26-2005, 08:10 PM
People have rightfuly complained about having to face a way-too-important choice with group cures at very low levels. The change in LU13 seems to address this problem. Good to know that someone listens, even if it takes them a year to fix such an obvious problem.Here are some of the spells for lvls 50+:Warden -- "Verdant Whisper" cures elemental and traumaFury -- "Lethal Abolishment" cures elemental and noxiousTemplar -- "Ardent Resolve" cures arcane and traumaMystic -- "Fading spirit" cures noxious and arcaneInquisitor -- "Devoted Flagelant" cures arcane and elementalAll spells are lvl 56, and have 40s recast time. I didn't look lower lvl spells or the one for defiler, but the idea for these spells is obvious. /sarcasm onTurn your fantasy BS generator in order to make some strange sounding spell names, then randomly assign two types of damage to each group cure. Makes 6 servings./sarcasm off
unundindur
08-26-2005, 09:03 PM
GreetingsI have never played any of the classess discussed, but that doesn't prevent me from comming with my humble opinion <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />Well, since we are on the topic of "who gets what" I find it an opportunity to spesify how I look upon the various classes, and thereby how they "could" be ingame. Just to stick with the topic I have added a little on the cures too. Read if youre into a healthy debate <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />DRUIDDruids are the protectors of the natural world, and amongt the very few who draw upon the raw powers of nature. Masters of elemental magic and natural powers, the druid is a powerful and important figure.HOW A DRUID "COULD" BE IMPLEMENTED IN A GAME:The druid is a moderate fighter, with strong magical powers, both offensive and defensive. The druid can call on nature to conjure lighting, fire, stones and acid to defeat oponents, as well as slowing them in mud etc. While druids are capable of healing, it is not their strength relative to other "healers". The druids strength is in her versatility in both offensive and defensive powers.I find it natural that disease/poison cures are druid-stuff, as those are usually natural substances.NOTE: A druid should be significantly more powerful outdoors than indoors, something I think would make them stand out in a very positive way.CLERICThe cleric is the priest incarnate, the healer and god-infused icon of faith. The cleric is no fighting machine, but his lack of such is easily overshadowed by his trembeling powers, which are drawn directly from the gods.HOW A cleric "COULD" BE IMPLEMENTED IN A GAME:The cleric is a poor fighter, who is best of in the back of a party (or in the middle if surrounded). While not naturally adept at fighting, a cleric can draw upon the pwoer of his deity to significantly boost his offensive powers for A LIMITED time. While boosted such he can be more powerful than even a true fighter, but magic stamina will hinder him from defeating a fighter in their area. Healing is the ultimate area of the cleric, who can heal wounds and remove UNNATURAL hostile powers from allies. Offensive spells are not for the cleric, who have but a few of the sort, but which are often very powerful [extreme recast time].NOTE: In my oppinion divine spells should not be resistable, making the weak offensive spells I suggested somewhat useful.SHAMANThe shaman is really a druid who focus on a very unique portition of the druids portfolio. The shaman draws upon the spirits of the world [the dead, living, stone and peeble], and learn to manipulate them into performing his bidding, bringing good advice and merge with living creatures for a short duration.HOW A SHAMAN "COULD" BE IMPLEMENTED IN A GAME:The shaman specialise in attacking nad interacting with other dimensions, and as such he is tremendously effective against ghosts, aspects and other "spirits". The shaman can also call upon spirits to ward allies from harm, curse enemies and is adept at summoning short duration aspects of creatures [short duration summoning]. Healing is not really the trade of the shaman, but he hold basic knowledge of the field.NOTE: The Shaman class is interesting. It is to me like a blend between the divine and natural, making them very hard to distinguish in a game like this. The only good source for info on their focus I can think of is the "Oriental adventures" book published by Wizards of the Coast. The shaman there was much like a blend between cleric and druid, with special abilities relating to ghosts and other dimensions.SUMARY:DRUID: Fighting: Moderate Boost spells: Good Offensive spells: Moderate (good in natural environment) Defensive spells: Moderate (extreme in natural environment) Summoning: None Shapechange: Moderate (only animals) Healing spells: Moderate Cure spells: Poison, disease and elementalCLERIC: Fighting: Weak Boost spells: Good Offensive spells: Weak Defensive spells: Good Summoning: None (perhaps one powerful avatar at lv 60) Healing spells: Extremely good Cure spells: Divine, MentalSHAMAN: Fighting: Weak Boost spells: Very good Offensive spells: Weak Defensive spells: Good (inc immortality wards) Summoning: Moderate (good, but ca. 30 sec duration) Healing spells: Weak Cure spells: Mental, disease, poison, arcaneWell, that was my definition of the classes, not that I really know why I posted them... /looks confused<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
neria
08-26-2005, 11:49 PM
<P><FONT size=2>I don't play a Templar, but I think they should be the "easiest" healers to play. Because what else do they bring to the table? They're getting mezzes, and none of them wanted that, nor do I think mezzes make any sense whatsoever for the class. Since it is extremely dull to play a character who has virtually nothing to do but heal, they should be compensated by bringing some serious healing capability to the table. All other priests should be able to keep their groups alive quite well, of course, but Templars would take the least strategy to do so.</FONT></P> <P><FONT size=2>Right now, it looks like SOE walloped some priests with the nerf stick, finally made Defilers work the way they should, and took things from other classes, not just other priests, and gave them all to Furies. Why do Furies get everything? Does the company's president's daughter play a Fury or something? </FONT></P> <P><FONT size=2>I sincerely hope they plan on adding lots of nasty trauma attacks to raid bosses now.</FONT></P> <P> </P>
Azeda
08-27-2005, 03:57 PM
Anyone know what group cure defilers get?
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