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Unread 05-06-2008, 02:50 PM   #1
nirate

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Ok from what I understand. There is one cure all button now yet we still have our 4 major debuff types. ( trauma , arcane, elemental, poison)

Now as of now live if you have 2 poison dots on you you will cure the most current one that hit you. I am assuming this is how it will work on test right now.

Here is the problem. Lets say you are hit with a trauma debuff that takes your mitigation to 0 then you are hit with a very small poison dot. On live i could cure the trauma first with trauma cure then the poison dot. howver with the one button fits all cure the poisons will be cured first even though its threat is minimal. Thus this ends in a dead tank because a cure was wasted.

I have heard of some high end raid encounters that will have this problem where 2 debuffs may hit at the same time yet one must be cured asap where as the second is not as bad. I see many a raid wipe in the future due to this problem.

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Unread 05-06-2008, 02:57 PM   #2
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Good point, if I recall correctly, Freethinker's Hideout has a few of those situations...

Think a few KoS raids have that happening as well...then there's of course MMIS where the tank will get charmed...etc...

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Unread 05-06-2008, 03:07 PM   #3
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nirate wrote:

Ok from what I understand. There is one cure all button now yet we still have our 4 major debuff types. ( trauma , arcane, elemental, poison)

Now as of now live if you have 2 poison dots on you you will cure the most current one that hit you. I am assuming this is how it will work on test right now.

Here is the problem. Lets say you are hit with a trauma debuff that takes your mitigation to 0 then you are hit with a very small poison dot. On live i could cure the trauma first with trauma cure then the poison dot. howver with the one button fits all cure the poisons will be cured first even though its threat is minimal. Thus this ends in a dead tank because a cure was wasted.

I have heard of some high end raid encounters that will have this problem where 2 debuffs may hit at the same time yet one must be cured asap where as the second is not as bad. I see many a raid wipe in the future due to this problem.

The way that I am reading/hearing the cures is that whenever you use your cure button, it will cure 1 of each element. IE: Trauma, Noxious, Elemental, and Arcane.I could be wrong though.
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Unread 05-06-2008, 03:21 PM   #4
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This was stated several times and even addressed under the dev tracker.

But exactly as mordok said it cures 1 of each type.

while it is easy to read something and overreact a simple test would show how it was working on test server.

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Unread 05-06-2008, 03:34 PM   #5
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nirate wrote:
Here is the problem. Lets say you are hit with a trauma debuff that takes your mitigation to 0 then you are hit with a very small poison dot. On live i could cure the trauma first with trauma cure then the poison dot. howver with the one button fits all cure the poisons will be cured first even though its threat is minimal. Thus this ends in a dead tank because a cure was wasted.
This isnt a problem at all.  All cures actually cure X levels for each effect type.  So the new cures would take out both the trauma and the poison dots just like a group trauma/nox would currently do.
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Unread 05-06-2008, 03:59 PM   #6
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so if the tank had 1 of each tpye of dot on him at the same time..  with one press of the new cure button we can cure all of those effects.. However if he has 2 arcanes 1 nox 2 traumas 1 ele and a curse  you would need to press your cure twice and the curse cure once to remove all that.  If i am understanding this right. Remember back in eof when u could cure one effect and it would cure the group... holy cow welcome to easy mode...  thanks i guess

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Unread 05-06-2008, 04:01 PM   #7
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I just want to thank the devs who made this possible for I am glad that the healers will finally have this new consolidated cure spell that will cure will cure all dots/ debuffs on one single character in no certain order, no matter what landed first and I for one had been wishing for this like since the beginning.

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Unread 05-06-2008, 04:05 PM   #8
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Aeralik wrote:
nirate wrote:
Here is the problem. Lets say you are hit with a trauma debuff that takes your mitigation to 0 then you are hit with a very small poison dot. On live i could cure the trauma first with trauma cure then the poison dot. howver with the one button fits all cure the poisons will be cured first even though its threat is minimal. Thus this ends in a dead tank because a cure was wasted.
This isnt a problem at all.  All cures actually cure X levels for each effect type.  So the new cures would take out both the trauma and the poison dots just like a group trauma/nox would currently do.
You are still not addressing the detrimental effects that should not be cured - will the encounters in question be changed or will this be changed.
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Unread 05-06-2008, 04:14 PM   #9
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Aeralik wrote:
nirate wrote:
Here is the problem. Lets say you are hit with a trauma debuff that takes your mitigation to 0 then you are hit with a very small poison dot. On live i could cure the trauma first with trauma cure then the poison dot. howver with the one button fits all cure the poisons will be cured first even though its threat is minimal. Thus this ends in a dead tank because a cure was wasted.
This isnt a problem at all.  All cures actually cure X levels for each effect type.  So the new cures would take out both the trauma and the poison dots just like a group trauma/nox would currently do.
How are healer aa's put in the cure lines (templars come to my mind) going to be affected by this change?
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Unread 05-06-2008, 04:38 PM   #10
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From what I could tell from my short test last night (I just got my copy over), at least as far as mystic cure aa's go you can no longer pre-cast the cure to get the ward effect. It will only give you the ward x damage type if you have actually cured x damage type. I imagine it will be the same for templars & wardens.
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Unread 05-06-2008, 04:59 PM   #11
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Aeralik, you need to look at how consolidated cures will affect the Byzola fight and come up with some solution to prevent curing on that fight from becoming even more problematic than it already is.
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Unread 05-06-2008, 06:28 PM   #12
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Will the new cure be smart enough not to remove the charm on the coercers pet. >.< /sigh
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Unread 05-06-2008, 06:49 PM   #13
nirate

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Krafoogoo@Everfrost wrote:
This isnt a problem at all.  All cures actually cure X levels for each effect type.  So the new cures would take out both the trauma and the poison dots just like a group trauma/nox would currently do.
You are still not addressing the detrimental effects that should not be cured - will the encounters in question be changed or will this be changed.
This is exactly what brought up this question, although I didn't expect many to know of such encounters. Can we have the one button fits all, but keep the original four buttons around, please?
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Unread 05-06-2008, 07:49 PM   #14
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EDIT: Apparently there's a really big change - so my comment was invalid.
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Unread 05-07-2008, 02:05 PM   #15
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I have a big problem with the consolidated cures.  There are many places where curing only one effect and not another is adventagous, even necessary.  There are plenty of other examples, but let me give you a for instance.  At night in Loping plains you get a effect that increases casting speed by 10% but lowers mitigation.  If you're a healer or a mage, this is actually adventageous to have on you.  If you get say a trauma dot, get cured, the beneficial effect PLUS the manevolant effeoct are cured, which is a negative result.   Not going to say who or what, but there are mobs in the game (Aeralik pm me if you want specifically what I'm talking about) that put effects that if cured would hurt if not kill everyone around them.  if this person gets say another effect that is a huge dot, the two choices are let the person die because you can't cure them, or cure them and kill everyone else.  removing the granularity to cure one status effect lowers the control over the game and lowers the skill required too.
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Unread 05-07-2008, 02:47 PM   #16
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Ohiv wrote:
Will the new cure be smart enough not to remove the charm on the coercers pet. >.< /sigh
Don't know about coercer's but it's not smart enough to not cure the charming off a charmed bear on my test-copied warden.  Tested it earlier this morning amoungst several other things. SMILEY
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Unread 05-12-2008, 02:43 PM   #17
nirate

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Krafoogoo@Everfrost wrote:
You are still not addressing the detrimental effects that should not be cured - will the encounters in question be changed or will this be changed.
Still has not been addressed as of yet.
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Unread 05-12-2008, 03:05 PM   #18
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nirate wrote:
Krafoogoo@Everfrost wrote:
You are still not addressing the detrimental effects that should not be cured - will the encounters in question be changed or will this be changed.
Still has not been addressed as of yet.
Or has it been?
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Unread 05-12-2008, 03:08 PM   #19
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Dun dun dunnnnnnnnn!I'm sorry, I couldn't help myself. =)
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Unread 05-12-2008, 04:11 PM   #20
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so here is a question.... how much immunity does ancestral balm now add to cures.. since we already had a one button cure lol... how much does this affect that wonderful mystic spell SMILEY
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Unread 05-12-2008, 08:23 PM   #21
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TsarRasputin wrote:
I have a big problem with the consolidated cures.  There are many places where curing only one effect and not another is adventagous, even necessary.  There are plenty of other examples, but let me give you a for instance.  At night in Loping plains you get a effect that increases casting speed by 10% but lowers mitigation.  If you're a healer or a mage, this is actually adventageous to have on you.  If you get say a trauma dot, get cured, the beneficial effect PLUS the manevolant effeoct are cured, which is a negative result.   Not going to say who or what, but there are mobs in the game (Aeralik pm me if you want specifically what I'm talking about) that put effects that if cured would hurt if not kill everyone around them.  if this person gets say another effect that is a huge dot, the two choices are let the person die because you can't cure them, or cure them and kill everyone else.  removing the granularity to cure one status effect lowers the control over the game and lowers the skill required too.
Actually the curse in Loping Plains is not curable.  It shows up as a noxious effect and at least the way things are before LU45 goes in, you're stuck with it until you zone or log or it wears off (if it does, I've never stayed around in the zone yet long enough to see).  My warden is standing there now with it on him and no amount of cure noxious removes it.  Maybe the effect icon on the person's name needs to be changed to show the type of icon that is usually used for incurable effects (like Surging Maw from those annoying rumblers in TS).  I haven't encountered the "curse" effect yet though (nor do I have the cure) so I don't know if THAT cure would remove it.
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Unread 05-13-2008, 12:32 AM   #22
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Any news on the consolidated cures breaking pet charm problem yet?

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Unread 05-13-2008, 04:47 PM   #23
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Daryx@Oasis wrote:
TsarRasputin wrote:
I have a big problem with the consolidated cures.  There are many places where curing only one effect and not another is adventagous, even necessary.  There are plenty of other examples, but let me give you a for instance.  At night in Loping plains you get a effect that increases casting speed by 10% but lowers mitigation.  If you're a healer or a mage, this is actually adventageous to have on you.  If you get say a trauma dot, get cured, the beneficial effect PLUS the manevolant effeoct are cured, which is a negative result.   Not going to say who or what, but there are mobs in the game (Aeralik pm me if you want specifically what I'm talking about) that put effects that if cured would hurt if not kill everyone around them.  if this person gets say another effect that is a huge dot, the two choices are let the person die because you can't cure them, or cure them and kill everyone else.  removing the granularity to cure one status effect lowers the control over the game and lowers the skill required too.
Actually the curse in Loping Plains is not curable.  It shows up as a noxious effect and at least the way things are before LU45 goes in, you're stuck with it until you zone or log or it wears off (if it does, I've never stayed around in the zone yet long enough to see).  My warden is standing there now with it on him and no amount of cure noxious removes it.  Maybe the effect icon on the person's name needs to be changed to show the type of icon that is usually used for incurable effects (like Surging Maw from those annoying rumblers in TS).  I haven't encountered the "curse" effect yet though (nor do I have the cure) so I don't know if THAT cure would remove it.
Interesting...because I can tell you that with my 80 Mystic I was completely able to cure the Loping Plains night effect.
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Unread 05-13-2008, 05:35 PM   #24
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KindredHeart wrote:
Daryx@Oasis wrote:
TsarRasputin wrote:
I have a big problem with the consolidated cures.  There are many places where curing only one effect and not another is adventagous, even necessary.  There are plenty of other examples, but let me give you a for instance.  At night in Loping plains you get a effect that increases casting speed by 10% but lowers mitigation.  If you're a healer or a mage, this is actually adventageous to have on you.  If you get say a trauma dot, get cured, the beneficial effect PLUS the manevolant effeoct are cured, which is a negative result.   Not going to say who or what, but there are mobs in the game (Aeralik pm me if you want specifically what I'm talking about) that put effects that if cured would hurt if not kill everyone around them.  if this person gets say another effect that is a huge dot, the two choices are let the person die because you can't cure them, or cure them and kill everyone else.  removing the granularity to cure one status effect lowers the control over the game and lowers the skill required too.
Actually the curse in Loping Plains is not curable.  It shows up as a noxious effect and at least the way things are before LU45 goes in, you're stuck with it until you zone or log or it wears off (if it does, I've never stayed around in the zone yet long enough to see).  My warden is standing there now with it on him and no amount of cure noxious removes it.  Maybe the effect icon on the person's name needs to be changed to show the type of icon that is usually used for incurable effects (like Surging Maw from those annoying rumblers in TS).  I haven't encountered the "curse" effect yet though (nor do I have the cure) so I don't know if THAT cure would remove it.
Interesting...because I can tell you that with my 80 Mystic I was completely able to cure the Loping Plains night effect.
I've cured it while on my L80 Warden but it'll usually reappear again.  I can cure it during a fight, I've noticed, but a little after the fight the tank gets it back.
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