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Efficiencies: Cure Costs / Those Who Think You Spam C1Follow

#1 Dec 29 2003 at 9:32 AM Rating: Default
I offer this to anyone who might see this information as an advantage.

Also to just say that in my own words, people who think they should just use Cure I and spam it as much as possible in the mid-levels with the addition of Regen are retards, and should honestly look up efficiency in the dictionary and see what you are not doing.

Cure – 8 Mana – 30pt Heal – 2 Second Cast Time / 5 Recast (By Allakhazam)
Cure II – 24 Mana – 90pt Heal – 2 Second Cast Time / 5 Recast (By Allakhazam)
Cure III – 46 Mana – 176pt Heal – 2 Second Cast Time / 5 Recast (By Allakhazam)

*Please note that Cure 3 becomes efficient when it starts curing for 172.5 points*

I am not sure on Cure IV maybe I’ll repost when I get the money for it, and while Allakhazam is the bomb for knowing which spells are available their information on the spells are generally lacking “Heals a GREAT DEAL” so I will not quote Cure IV.

Now for those who would say, I’m a moron and should Spam Cast Cure 1, let me hit you with a bat. Take this equation into consideration. Let’s pretend you have already casted Regen on someone so in your mind you are just a curing machine

You Start Off On Your Curing Spree –

One Cast of Cure 2 (at maxed potential (less moon cycles etc…)) is equal to…

C1, C1, C1 – You just healed for an astonishing 90pts of Curing Power. It however took you… 2 Second + 5 Seconds Recharge + 2 Second + 5 Second Recharge + 2 Seconds…

That’s right it just took you an astonishing 16 Seconds to do what Cure 2 could do, in 2 Seconds. But woah, lets keep going and see how far the rabbit hole goes eh?

One Cast of Cure 3 (at maxed potential (less moon cycles etc…)) is equal to…

C1, C1, C1, C1, C1, C1 for 180 Points at (2+5)+(2+5)+(2+5)+(2+5)+(2+5)+2 = 37 Seconds! Wow you just broke a land speed record, considering that all could have been done in 2.5 Seconds using Cure III.

Or even

C2, C2 for 180 Points at (2+5)+2 = 9 Seconds!

But what about the hate?! You are going to catch agro if you cast C2 or C3…

This is all pretty much relevant to the group you are in and the damage they do, per person…

This next part is all theory, which is panning out thus far to be pretty close to being true

In theory your heal is the same as smacking a mob for the damage you heal times 2, in one failed swoop. So if you heal for 90, and any given person in your group has -not- hit for 180 then guess what you now have agro. Now this is not, if your group has done 180 damage, it is if any single fighter has not done 180.

I didn’t put Provoke into this equation because honestly, I’m not sure anyone knows how much hate Provoke makes, we all just know it works, and seems to increase as the warrior increases levels.

So if your group is pretty tight, you will be fine using the more efficient Cure 2, or Cure 3…
#2 Dec 29 2003 at 12:29 PM Rating: Decent
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ROFL! Damn fine post sir!
That is how I explain it to other "younger" white mages. It's not just the mana you use but the time used to cast/recharge.
Not to mention that using a higher heal will cause more aggro, you then get the added benefit of being able to rest at LEAST one tick.

Oh and by the way, I loved this sentence. =)
Anonymous wrote:
But woah, lets keep going and see how far the rabbit hole goes eh?
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#3 Dec 29 2003 at 2:54 PM Rating: Decent
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While I agree with your premise wholeheartedly, I am going to disagree with your math. At level 8, I only have Cure at my disposal and with this awesome tool I spent hours yesterday healing those fighting the Twinkling Treant in W Saruta.

I emptied my mana bar more times than I can count spamming Cure I. Here's what I found. I would cast Cure, count to 3 (one-one thousand, etc.) then cast again. So IMO, either the "recast" of 5 seconds is wrong or counted from the *start* of the initial cast. Using these numbers...

One Cast of Cure 3 (at maxed potential (less moon cycles etc…)) is equal to…

C1, C1, C1, C1, C1, C1 for 180 Points at (2+3)+(2+3)+(2+3)+(2+3)+(2+3)+2 = 27 Seconds

Still a very valid point.
#4 Dec 29 2003 at 3:36 PM Rating: Decent
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In terms of Hate, I have done my own brief testing on this. It seems to count HP healed point-per-point, rather than by spell. This means that 3 x Cure I for 90 HP generates the same Hate as 1 Cure II for 90 HP. The best example of this available is the variable Hate cause by Curaga. When using a DS Curaga because the party is almost entirely dead, the mob hugs you and will NOT let go. In times that I have used Curaga as a full-party wake-up call from and AOE Sleep, healing maybe a total of 200 HP, I have had no problems with taking Agg. Hope this helps!
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#5 Dec 29 2003 at 3:57 PM Rating: Decent
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Granted I could easily be mistaken but I think the cast time information is wrong. I'm pretty sure that Cure II takes longer to cast than Cure I and Cure III longer than Cure II. But I could be wrong. Wouldn't be the first time. ;) If I AM wrong about this then my last point is flawed to an extent and should be disregarded. Also note that Cure I, II and III are just used as examples and could as easily be III, IV and V. The same theories should hold.

Other than the possible incorrect casting times, you made some great points. I agree with the argument you are trying to counter but, as you put it, the rabbit hole is even deeper than this.

There are two main points I would like to bring up and you did dance around both of them in a way. The first is resting time (/heal) that you can allow yourself in the middle of a combat. If a single person is tanking and there aren’t any or few AE effects you are better off doing your highest efficient cure spell. Sometimes you are better off doing the higher spell even if it’s not as efficient. I know this sounds strange but if you can sit and rest a tick or two of healing time and recover more than you lost by using a “less efficient” cure…you just came out ahead of the game.

On the flip side if you can’t sit and rest at all or need to switch targets often then using your most efficient heal should be your primary consideration. You also need to learn threat assessment tactics. Do you really NEED to heal that party member who just got hit by a fluke attack or can you save that MP for the main tank? Are they in danger of getting killed right away or can they afford another hit before you have to take action? Are the odds good that the tank will keep it off them for the remainder of the fight? This is where the true art of being a WHM comes into play. Mashing cure buttons and calculating up time, down time, MP : HP healed ratios is nice and all. Tactics and knowing the capabilities of your team and your enemy is what really matters.

Ok, on to the second point. You now got all the math figured out you know what cure spell works most effectively and you know how much if any you can stop and rest during combat. You even know how to do threat assessment to an extent and keep everyone on their toes but keep the tags off of them. You are at the top of your game…right?

Close but not quite. There is another trick left to squeeze the most out of your healing skills. Back to that recast time talked about above. Casting 2 Cure II is faster than casting 6 Cure I spells. This doesn’t mean that you should not use Cure I though. The best way to explain it is to give an example.

One of your party members is under heavy attack. They will die within one or two swings and it would take a Cure III to get them to full. They still have agro. What do you cast?

With the cast time on Cure III they could very well be dead before your spell lands. It’s your most efficient heal but that doesn’t mean squat if you can’t get it to land in time.

If you cast Cure II you can probably cast it before they die. If you do get it off in time you will need to cast another Cure spell because even after the healing they will still die in about 3 hits.

You can defiantly cast Cure I before they die but the enemy is hitting for more than 30 HP anyway.

Tough decisions to make as you are gambling with someone’s exp. This is where spell recast time comes in. If the person really is in that great of danger I will normally cast the fastest spell possible that gets them out of a possible 1 hit kill range of HP. Immediately after that I cast the highest heal that will not exceed their max HP.

The only exception to this is if they are a low max hp player who couldn’t survive long enough for another of the same Cure spell I used to start this off. I will “waste” a Cure II after using a Cure I even if that would be more than necessary to max out the teammate. The reason for this is a little waste of MP is better than letting them die while you wait for Cure I to refresh and they are still under attack.

So that’s all well and good in those emergency situations, but how else can I apply this tactic? The same thing can be applied to maximizing the amount of rest you can get in the middle of combat. Cure II then Cure II again then resting for 2 tick may work out ok. Cure II then Cure I and resting for 3 ticks in the same time frame can have it’s advantages. In the first you healed for around 180 then rested for 2 ticks recouping a bit more than the cost of a Cure II . In the second you healed for 120 and rested for 3 ticks recouping enough for Cure II, and probably 2 more Cure I. So if they didn’t need that extra 60 hp from 2 x Cure II to be safe until you stand back up you just gained MP.

Tiny little net gains in MP is what keeps exp chains going longer or lets you avoid those nasty “We would have won if only I could have healed one more time…”
#6 Dec 29 2003 at 6:10 PM Rating: Decent
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There is indeed a difference in casting time between Cure II and Cure III, but its on the order of about a quarter of a second.

So yeah, Cure II is faster, but by such a small amount that its probably not worth worrying about it.

afaik, Cure II casts just as fast as Cure.
#7 Dec 29 2003 at 7:48 PM Rating: Decent
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Ya tested it out myself just a bit ago. If there is a diffrence a seconds only timer can't find it.
#8 Dec 29 2003 at 7:54 PM Rating: Default
Intelligent remarks such as those found in this thread will eventually motivate my lazy ass to register one day.

Using these tactics can easily squeeze an extra 1.5-2x mp usage per battle (depending on the length of battle).

Thank you for this thread!
#9 Dec 29 2003 at 9:25 PM Rating: Decent
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In my experience, there's always someone with less than full life to cast a Cure I on. I usually slip one in on someone else if I have to Cure II or Cure III the tank. Though the wait times do make for a sometimes less efficient Cure chain, the way the battles go I most often set up as a "wave" effect.

Example:

Tank takes 60 dmg
Cure I 30 hp
Tank takes 60 dmg
Cure II 90 hp
Tank takes 60 dmg
Cure I 30 hp
Tank takes 60 dmg
Cure II 90 hp
Tank takes 120 dmg
Cure I 30 hp
Tank takes 60 dmg
Cure III 150 hp

etc etc.

Since Cure I is 100% efficient for mp/hp cost, it doesn't hurt to add them in and have Cure II and III on standby. If time constraints when fighting a monster leave you with no time for low level cures, I would usually suggest to the party to find mobs of a slightly lower level to chain.

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#10 Dec 29 2003 at 9:54 PM Rating: Decent
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Once I got regen I took Cure I off my macro.

Now I just use CureII and regen.

As far as efficiency it becomes obvious that once you almost cap a skill that should become your lowest cure.

Primarily use Cure until your CureII starts healing for 85+.

Better to sit as often as possible as well, once you get into a routine then you can start resting until the main tank losses half his hp then spam a couple of cure II or whatever is most efficient for you and a regen if you have it then rest again.
#11 Dec 29 2003 at 10:19 PM Rating: Default
I'm still using Cure1 fairly frequently in CN...

Cure2 still tends to be my main heal though, unless I have a good paladin tanking Cure3 is still a little too taunty for my liking tbh.

Generally I'll use mostly Cure2's but mix in Cure1's either for a little extra burst of healing between the 2's on the tank, or just patch with cure1/regen if my hate is getting too much.

Using your biggest heal once it becomes efficient isnt a great idea at all. I don't care how you spin the figures, getting beaten about because you rested a ticks worth then had to stand and offload 2 cure3's is not productive.

Being flexible and adapting to different situations using ALL your availible spells is the better strategy.
#12 Dec 30 2003 at 12:21 PM Rating: Decent
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Ok i am not a whm..but a 41 rdm/smn.. and i do get called upon to play main healer once and awhile..which is ok at my level with refresh and convert ( means group can still chain mobs the same as they did with a whm ) but i have to be careful on how i spend my mp seeing as i dont have the mp pool a whm has.. but i find this works well

Regen from the start the tank..
Cure II
Cure I
repeat this for the whole fight.. better to cast a cure I while waiting for cure II to refresh,, and if need be cast a cure III to catch up some HP on the tank if needed. Being a rdm I can better afford the aggro than my fellow whm..so if its really needed i can chain cast Cure II and III as much as is needed, but it never should happen in a good group.
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#13 Dec 30 2003 at 1:23 PM Rating: Default
you can also use Divine Seal to assist in yout healing every...what 10 minutes? I mainly use it With Curaga after some hefty goblin fights as opposed to blowing benediction. I can see Spam casting C1 if you have a couple WHM's in group or if only light damage is being dealt, but otherwise I would wait for about 55-60 damage and cast a C2.
#14 Dec 30 2003 at 5:19 PM Rating: Decent
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Another point to consider on the efficiency end of things is your skill level in Healing. Perhaps it is just me, but I tend to level faster than my skills build if I use nothing but the most efficient Cure spell available. Recently I have started using Cure 1/Cure 1/Cure 2, and spamming that, which is working wonders one keeping my tanks alive at level 30. It also throws in a LOT of extra heal skill checks, meaning many more chances to gain skill. With this method, I went from max 29 to max 30 in half the level, instead of maxing out just before/just after I level.

Of course, this can be taken care of on your own time in town in about an hour. The only reason to worry about your casting skill raises in combat is if you are a serious efficiency nut, which I am. Have fun now!
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#15 Dec 31 2003 at 12:35 AM Rating: Decent
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I dont know how you higher lvls can still be using CureI.

For what it does it is just not worth it. If I am not casting CureII I am casting regen on one of the tanks or debuffing or resting.

As far as agro well you should be standing well back and if one of your tanks cant provoke by the time the mob gets to you then you should be looking for a new group. If you cant handle getting hit once or twice without dying you should really get some new gear

On the odd occasion when things are really bad then throw in a DS or a less efficient high Cure. But you shouldnt need to do this often, if you do then your group is fighting things above what it should.

It is better to chain mobs that allow for the best efficiency rather than be forced to use inefficient spells.
#16 Jan 04 2004 at 1:28 PM Rating: Default
I love your points. and i agree.. someone kicked me out of the party because i used Cure II and not Cure I (you figure....) at lvl 20..

But your times are wrong, according to the "Offical strategy guide" (lol dont ask why i have it..)

Here are the times it gives:

Cure I - 2
Cure II - 2.25
Cure III - 2.5
Cure IV - 2.5
#17 Jan 04 2004 at 8:34 PM Rating: Decent
I used Cure I until Qufim. And even then I would use Cure I when I could, and save Cure II for emergencies. At 23, Cure II heals for 90 and I use that. If I just want to heal someone for a little, I use regen. When I get below around 40-50 MP, I start using Cure Is sparingly because I don't want to blow my MP on two Cure IIs and have nothing left.

I have Cure III, but only use it between fights, with divine seal, to heal someone who is really low and has a lot of HPs. Not sure when you're supposed to start using it, but given my experience with Cure II, I doubt I will need it much before 30.

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#18 Jan 05 2004 at 2:42 PM Rating: Default
Yes there are cast time differences..
By my count with a stop watch.. (I was really bored)
The results are most likely not accurate to what cast times really are, but a difference can be seen

Cure I: 1.5~ seconds
Cure II: 1.8~ seconds
Cure III: 2.1~ seconds

Averaged out cast times of multiple tires. (basic experimentation really)

That being said, I can move on to my experiences/opinions on what spells to cast when...
I've been in quite a few JPN parties and in each one of them, I've practically NEVER had to use Cure II (This was at level 28-ish, Yhoator) Only on the odd time when the tank took more damage than usual due to skill/critical. A party of up to snuff equipment, eating food can survive just about any mob(of appropriate EXP level) with regen + Cure, Cure II for emergencies... Might as well forget about Cure III, the need never comes for it.
In NA parties, it's a whole new ballpark. Lots of NA players are NOT up to snuff in equipment, and those who eat food are very very rare. It makes a huge difference. Spamming Cure II is practically standard at this point.

What to cast often depends on the mob too. If the mob hits hard, more likely than not you'll be using Cure II.. if it doesn't, regen + cure I (well regen is always on anyway)
Cure I is currently more MP efficient than Cure II for me.. (heh barely) the 'cap' isn't a hard cap, but a soft cap. I heal for 31 with Cure I now, every cast. 34 on lightsday but that doesn't really count.

Some more experimentation later, I found that Cure II will draw more hate than casting 3x Cure I, because it seems even tho hate most likely works based on 'HP Movement', the amount of HP changed in one action makes a big difference.
One should note that between Cure I casts, the rest of the party has time to build up more hate from the mob..
I say HP movement because if a blm does 120 damage on a mob with his nuke, he just 'moved' 120 HP from the mob, hence drawing hate. Cure II will heal for 90 HP, so that's a 90HP 'movement'
I've noticed that this wasn't always consistent... maybe the type of HP change will draw different amounts of hate. I've DivineSeal+CureIII someone a few times, and they(tank) kept the hate(that's over 300HP of healing) while soon after the blm casts his first nuke of the battle for 150 damage and the mob goes straight for him. On the other hand, I've seen the opposite happen. Lots of factors.

So in bottom line, WHMs should use the smallest possible curing spell without putting the heal-ee at risk. If you can spend a fight jstu spamming Cure I, I say go for it. If Cure II or more is suddenly needed due to critical hit or whatever, use it..
If a battle requires you to spam Cure II.. do it..but if it's possible to do it with Cure I, it's preferable...
#19 Jan 05 2004 at 2:50 PM Rating: Default
About resting in battle:
Few realize that the longer you rest, the faster your MP regenerates. The ticks still take as long, but each tick you gain one more MP than the last tick. So rest in battle for 2 ticks, you gain 31 MP (15 + 16) If you do this after casting Cure II and Cure I, you're short 1 MP. I never liked resting during a battle unless I know the tanks/mages can finish the job before they die.
#20 Jan 05 2004 at 3:50 PM Rating: Decent
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Even though Cure II is just as efficient MP wise, and more efficient time wise, that doesn't mean you should cast just Cure II, or even only use Cure sparingly. At the start of the battle, I find that using Cure while the tank is in white/yellow insures I don't have some quick evasion training. Once the tank can build up enough hate from provokes/damage (or their own healing if they're a pld) I still use Cure if they're upper yellow or white, but use Cure II when they get deeper into yellow or orange (Cure III if it becomes absolutely necessary, but that's a sure way to have the tank lose agro) Although spam casting Cure when the tank's in orange is a little... eh ^^;;
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#21 Jan 09 2004 at 10:51 AM Rating: Decent
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So you know at 39 my primary healing skills are regen and cure II. Cure III is only used when a monster does a lot of damage to the tank where i am not sure i can get 2 cure II out in time to heal and then make sure another hit wont put him back here he belongs. I dont honestly remember when i switched to cure II but I do know I had to switch in order to quit spamming cure I and doing nothing else. I use regen instead of cure I now as it heals more damage and I use it on non tanks who happen to get hate for a hit or 2 or even for the puller before he heads out as sometimes those mobs can get him hurt bad before we even see him again. Saying you should use cure I is kinda stupid above 30 as the mp cost vs hp regen isnt as good as regen, and while it maybe faster, the effects are way below par and tanks who see you casting cure I on them all the time are gonna wonder about you esp if they get hit a lot.
So you know Jp parties are great BUT they are also usually starting 3rd or 4th jobs and can afford great armor. I myself am a poor whm and my weapon is a level 9 club with a level 12 shield i believe, as i cant afford new eq that much as my spells run me dry as soon as i get any cash at all. So yeah NA players will need more heals than a JP party but again that is to be expected.
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#22 Jan 09 2004 at 11:38 AM Rating: Decent
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Here's what I take into condideration:
the damage that the melee and nukes are doing
the reletive defence of the mob
how many vokes we have in the party
how well - according to the type of mages - the mob is debuffed
the quality of the tanks' armor
the quality of the tank!
possible adds and links
where we are in the exp chain
renkei

I know that most of this doesn't seem to apply to wich cure to use, but I will use all three according to the team - mob - and these stipulations.
Being mithra, I don't mind taking some hits so hate isn't an issue.

The most important things are where we are in the exp chain and how hard the mobs hit reletive to the quality of the tank. If the mobs are hitting weak and we are chaining really well - I'll cast regen and a couple cureII's - I save cureIII for emergencies and to cap off the tank on the last pull of the chain.

of course...this is what I am doing at my CURRENT level....fighing crawlers, for #4 chains

my strats change for EVERY team and change for EVERY different mob that we hunt

nothing is ever written in stone imo



thank you for letting me ramble ^^
#23 Jan 11 2004 at 8:21 PM Rating: Default
There is no reason to ever use Cure I unless you are topping someone off after your Cure II hits 90.

The hate generated by 3 Cure Is and 1 Cure II is the same except that you're casting Cure II 1/3 as often giving your tank time to get more damage in.

By the time your Cure I starts healing for 31 or 32 your Cure III is more efficient mp wise than either of the others. Once you are Cure IIIing for 173 you are SAVING mp by using Cure III and your are healing less often giving you time to catch up on the random damage dealer who needs to get out of the yellow and cast another Regen on the main tank.
#24 Jan 11 2004 at 9:46 PM Rating: Default
welp, this is a silly post. I do cure I's at lvl 30 WHM most often and catch up with a cure II. I dont know what you guys are hunting, but 90 hp goes pretty fast for me to rest cast cure 2, rest, cast cure 2. I'm one of those spammers of cure I at my lvl, so sue me, I cast cure 2 when needed (at about half HP) because by that time the tanks provoke is refreshed. Worked well for me since lvl 11 to lvl 30. I probably need to change tactics soon I know to using more cure 2's instead when things start pounding on tanks for more. But there's no reason to be using cure 2's consistantly. because 90 hp is pretty short amount of time to go back to resting for maybe a tick if you're lucky. And if you guys ever were a tank, if your health went down to half, you started to worry asking yourself "OMG! im gonna die, what's the WHM doing, heal me, heal me!?!?!"
And dont get me wrong, I always ask how I was as a WHM before group disbands, 9 out of 10 times i was called the best WHM they've seen or near best.

Anyway, this is a silly post, because if something works for you, do it. If you seem to be usually getting alot of aggro during battle, it's not working. But anything that works for you. Do it. Oh yea... if you concerned about you getting an extra tick or whatever during battle, use food... either one that heals your MP for more while you rest after battle, or one that regens your mana. Or, at higher lvls get a RDM and/or bard.
If you want to cast a big heal, wait for the tank to get his provoke back if you can (emergencies are different matter, do what ever to heal your team and try and zone if you need to).
As a whm, you should know if a battle is hopeless. because you see it in the middle of battle.
#25 Jan 13 2004 at 9:13 AM Rating: Default
The above poster is a newbie level 30 white mage, your tanks should know you wont let them die. As a level 44 White Mage I pretty much only use Cure 3, Cure 4 with Divine Seal, and Cure 2 for the mini heals, cure 1 can kiss my ass, so can all of you retards who think Cure 1 and spam cure 2 is the way to go, get yourself a paladin, figure out cover and QUIT BEING A FAHKING NEWBIE.
#26 Jan 13 2004 at 11:13 AM Rating: Decent
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Actually at level 43 (leveled since last post) i still use cure II almost exclusivly as i dont need cure III cept in emergencies. The tanks know what they are doing and thier armor helps a lot so i get time to enfeeble and use banish before i even need to think of healing, besides that i normally am with backup healers who throw in some cure II when the tank get a massive hit (scorps have that 450 damage hit..nasty) while i throw out a ds cure III which fills it up in a second with little to no mana waste. At the end of the fights I am able to chain very effectivly and can have tons of mana left so need very little downtime. I know at higher levels i will be using cure III like i use cure II now and cure IV like i use cure III but i dont see that til round 47-50 given the mobs that are IT now still do less than 100 a hit with a good tank.
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#27 Jan 13 2004 at 11:33 AM Rating: Default
you stupid @#%^en ass hole mother @#%^er that dosn't read all the the @#%^en reply that called a @#%^ed up nub, this message is for you. I said, I would probably have to change tactics you idiot, meaning, it has been working for me still spamming cure 1's. Read the whole entire @#%^en post you retarded @#%^. I know I'll have to start using higher level cures when it's called for, I am saying that up to lvl 30 I had to real trouble just using cure 1's and 2's you @#%^ head. Now read the @#%^en post again bitch.

P.S
I'm not lvl 44 or 43 yet, am I? Idiot. So your saying you only used Cure 2's and Cure 3's going up to lvl 30? @#%^en retard, read the sh*t before you respond you @#%^en A.D.D. mother @#%^er.
#28 Jan 13 2004 at 11:36 AM Rating: Default
oops, sentence errors:

"...who called me a..."
"...up to lvl 30 I had no real troubles"

I should reread my posts before i post it...
#29 Jan 13 2004 at 11:39 AM Rating: Default
lvl 44 whm here, you're right im a tardo, i didn't read your post first time to browse through this and saw the people actually defending cure 1 and cure 2 usage.

for what its worth i'm sorry
#30 Jan 13 2004 at 11:51 AM Rating: Default
Did you read the post again you fuc/<en lvl 44 bitch? Idiot. haha, Im a nub because I still use cure 1's up to lvl 30, oh my!

Learn about Paladin's cover?

I'm lvl 30 you fuc/<ed up bitch. Cover is level 35 Paladin skill you idiot. You want me to always fuc/<en group with a fuc/<en lvl 35 Paladin? even at lower levels? You fuc/<en idiot.
So if anyone's a nub for anything, you are for reading comprehension.

Do you UNDERSTAND WHAT I'M TYPING???

Or.... should.... I.... type.... like.... this.... for... you.......?
#31 Jan 13 2004 at 12:08 PM Rating: Default
oh oops, sorry... yea, i went overboard too... -- just dont like people calling me a nub, yes I'm a nub compared to you, just lvl 30, but your arguement for calling me a nub didn't make sense.... -.- sorry.... gomen... anyway you're def. right about high lvls, and about cure 1's, they become obsolete.
#32 Jan 13 2004 at 12:12 PM Rating: Default
i feel really bad... gotta say sorry again for my cursing bashes... -.-

I really get overboard. -.-

/emote starts to sing:

"I'm sorry, so sorry."

hahahaha, oh well, Im probably gonna get rid of cure 1 from my macro in a few lvls.
#33 Jan 13 2004 at 12:18 PM Rating: Default
oh yea, and the second bashing... sorry, didn't see your post when I was writing it... -.- so please ignore that....
#34 Jan 13 2004 at 12:20 PM Rating: Default
This whole topic is negated when you forget to mention the WHOLE F'ING POINT OF CURE SPAMMING... REGEN

Put that factor into your mana/healing ratio and realize your WRONG.

Also if your an elvan you'll be healing for a lot more then caps.

This whole topics out of spite to that poster who posted his way (which IS better, just more hasstle so people hate to use it) of regen at the start of the fight, then just useing cure's to easily keep everyone healed for almost no mana
#35 Jan 13 2004 at 3:58 PM Rating: Default
When do you guys think Cure II is efficient enough to cast that instead of Cure I? Im only level 15 so this "Use Cure III or you suck" stuff doesn't really apply to me yet.
#36 Jan 13 2004 at 4:18 PM Rating: Decent
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many of these posts make sense except many are not saying what lvl they are at. this is important imo...Cure 2 is available at lvl 11. that certainly doesnt mean use Cure 2 since lvl 11 up to lvl something when you get Cure 3, at which point, start using Cure 3. Yes you mentioned when a spell gets efficient, but the posters didn't mention what lvl they are.

In Qufim at lvl 2, Cure 1 still does just as well at the beginning of battle. As it progresses, Cure 2 is needed. Now what would be more efficient? Sit for 30s to get 1 tick of mana back? Maybe. I wont knock that till I try it.

Or sit at the end of a fight and get back more mana over a shorter time (you dont have to restart the first 30 seconds) and if the puller is paying attention, he'll be looking already.

There are safe methods too. A tank who seems himself get yellow or red HP will panic. But a healer who spams Cure I and keeps the aggro off means that everyone doing WS and Sneak attack etc wont miss their chance when the mob turns to the mages.

Again this is around lvl 20-25 fighting in Qufim area.

#37 Jan 13 2004 at 5:34 PM Rating: Default
Interesting thread....but I think there are too many variables to set just one standard for how you heal. I was in the jungles outside Kazahm yesterday with a party (30+). The Pal would pull and keep voking. My tactics were this:

Regen all melee while Pal scouts.

Regen Pal as soon as he is in range.

If Pal is in the yellow then a Cure II

If Pal is not in the yellow then Cure I until level is acceptable (again something variable that each whm decides)

Use Cure I through battle for all melee as long as the hp does not dip down low.

Cure II, Cure III, and Curaga as needed.

I rarely used Cure II, III, or Curaga. After the fight I was only down approx. 100 mp each battle. (This accounted for 90% of the battles...of course there were those others.....LOL) But then again some whm's like to wait for the hp to dip quite low in the yellow before ripping off a cure II....to each their own. This tactic works for me to preserve as much mp as I can and keep downtimes to a minimum. Good luck to all the whm's! It certainly is not an easy job and everyone has their opinion on how you should do your job.
#38 Jan 14 2004 at 12:11 PM Rating: Decent
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Till about lvl 20, I used Cure most exclusively. At lvl 30, I normally use Cure II and Cure III only in bad situations.
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WHM 44, BRD 38, BST 28, RNG 25, SMN 20, NIN 20, THF 13, BLM 17 Rank: V
Female Hume -=]Server: Carbuncle[=-
#39 Jan 14 2004 at 12:24 PM Rating: Decent
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Quote:
In Qufim at lvl 2, Cure 1 still does just as well at the beginning of battle. As it progresses, Cure 2 is needed. Now what would be more efficient? Sit for 30s to get 1 tick of mana back? Maybe. I wont knock that till I try it.



Its 20 seconds, not 30. If you manage to rest for 30 seconds, then you'll get your second tick's worth of mp recovery.

atm, I'm resting quite frequently in the middle of fights, and I often manage to get two ticks worth of recovery in, which is 37 mp at my level. Other times I'm forced to jump up and Cure before I get my first tick back.

There's no reason you can't sit in the middle of a fight and sit at the end. I do it quite often (although I also need to deal with those monsters that take forever to lose the last pixel of hp). The key is to figure out how to properly time your Cures for maximum effectiveness and minimum downtime. And if you're not curing, there's no reason why you shouldn't be resting.
#40 Jan 14 2004 at 12:26 PM Rating: Decent
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I can say regen does not negate cure II as the one opinionated posted said, but he prob isnt very high himself. I myself used cure up til around 30 when i started to cast constantly cure I which isnt very effective esp when i cant cast others spells (dia/paralize/banish) b/c to keep hp up you had to be nonstop. So i switched to cure II. Now at around 43-44 i am starting to use cure III a lot more and it will prob become my main cure spell again. This isnt to say i dont use regen, i do. I cast regen on tanks, and vokers, and mages when the need arrises. But this lets me watch the battle and help buff/defuff/attack the mobs without have to keep casting and give me time to think of what to do next (heal tank or the poor mage who got death scissors) and even a raise inthe middle of battle for those poor mages who couldnt take the death scissors (450-480 dam WS) to still get exp for the battle, without having the tank panic about where his healer went. Btw those that think spamming is always the way to go, when a monster hits faster than you can cast and hits for more than your cure or cure/regen, your tank will die unless you beef up those cures. It has to happen and when it does you will see that you dont need to spam all the time. I can cast every debuff plus banish while keeping the heals up with cure III at my level with 200 mp per battle. Given i have over 500 mp and the ability to rest while voker looks i can chain a bunch of mobs before i really need to rest. Thow in a brd or a rdm with refresh and i wont ever have to rest. (I had a brd and a rdm and i alyways ended each battle with full mp.)
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70 Whm/35 Blm Ragnarok Taru
31 thf 5 smn 33 bard 4 rng 5 Drk 25 War 27 Pld 15 nin
1 every other class
Cooking 20/Fishing 21/Clothcraft 22/Bonecraft 2/
Woodworking 4
#41 Jan 14 2004 at 4:05 PM Rating: Default
First Teeky - paragraphs are our friends :D

This is a V interesting topic. But surely is wrong 'to a certain degree'. I dont mean your figures are wrong but the way in which you portray your information. Let me explain:

Im a L12 whm, I only heal Cure2 at '72' - so lets say for arguments sake that I have a magic pinky ring of +20Mnd or something - now I heal for 90.

So, I have Cure 1 = 30HP
Cure 2 = 90HP

This whm and a tank engage a mob. The monster proceeds to attack the tank. The mob attacks every 5 seconds or so for about 15 damage (30 on a critical).

I fail to see the difference between using this 'cure' every 5 seconds to keep the tank in a good range of HP than let the Tank fall down 90 (from his max) then cast Cure2.

What if the mob suddenly does a ws? Surely its better to keep the tank with as much HP as possible as often as possible. Not let him drop down 90HP then cast Cure2. If this was the case why not spam benediction when he gets to 1HP (Yes I know its a 2-hour ^^).

Now, im sure this would be different at higher levels. If a mob is doing 50 damage to a tank - thats 100 damage in 10 seconds( if we're sticking the case that the mob attacks once every 5 seconds).

So surely now its better to cast Cure1 once, then Cure2 afterwards? This would heal 120 health, you wouldnt be wasting any MP but you would still be keeping up with the damage.

A lot of my figures are probably wrong (I apologise for this) but i can think you get the point im trying to make.

Just my 2 cents :)

#42 Jan 14 2004 at 4:30 PM Rating: Decent
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What can i say ..I failed english for a reason:P But the problem with always casting cure is yes it brings hate when you dont always need it, and toping off is great but it can be wasted mp if you need it for something else. I.e. that nice ranger who just got beat down cause the war couldnt provoked. But the idea is that spamming takes time and only allows you to cast cure while you can be doing other things. Sure if the tank loses 31 hp you can use a cure I, but i would rather cast a dia or paralize(long cast time) and then cast a cure II if he has lost over 90 hp.
As i said in my post i didnt really use Cure II til the 30 because as people say it does eat up more mp, but this mp can be thought of as paying for the time invested. those 3 cures cost less mana but each has to wait 5 seconds after you cast it to cast again and you get 90 hp back. A cure II has almost the same wait as Cure I but instead of 15 seconds to cast another spell. you only take 5. Which if you really need something else, (i.e bind if sub blm)you can get to it or just see if your warrior really needed the cure I as he might not get hit again for rest of battle and that mp for the cure could have been better used.
Yes this is all level dependent, but you have to watch your mp at any level. (level 50 cant cast holy to thier hearts content and expect to keep healing) But you should know when a cure II will work out better than spamming 3 cure I's, esp if in a AOE that hurts party..why cast curega when you can rapid cast cure I on everyone? :P (that was a joke)
Every spell has a place, and IMO cure I kinda ended sometime between 28-30 cept to stop sleep. Up til then it was the cureall:)
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70 Whm/35 Blm Ragnarok Taru
31 thf 5 smn 33 bard 4 rng 5 Drk 25 War 27 Pld 15 nin
1 every other class
Cooking 20/Fishing 21/Clothcraft 22/Bonecraft 2/
Woodworking 4
#43 Jan 14 2004 at 8:50 PM Rating: Decent
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Anonymous - your argument has some merit, but you overlook one crucial aspect.

Instead of casting Cure I 3 times (assuming maximum efficiency with Cure II), you could instead rest until the character's hit points had gone down a ways and then stand and cast Cure II. This would help you to recover your mp faster and make your post-battle downtime shorter.

While it is true that some monsters can pull off one hit kills on galka paladins, these are special attacks limited to a few specific monsters. If you're not fighting those monsters (pretty much pugils and bats), then there's no need to keep the tank's hp topped off as any specials pulled off on the tank are invariably quite manageable.
#44 Jan 15 2004 at 2:28 AM Rating: Decent
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I think the whole idea of "what level is it right to switch to my next highest cure" is just not valid. In my opinion, it depends directly on the abilities and equipement of your main tank. I'm level 29whm at the moment, and in some groups (rarely in JP groups that I have a chance to join) I find the main tank gets hit constantly for 60ish damage because his or her armor is just severely lacking. Because of this, cure1 is basically out of the question, and I'm left to actually *spam* cure2, especially if I'm the only healer. Now, if I get in a group where the tank has awesome armor, the same mobs at the same level may be hitting him for only 30's each hit, and I can just sit back and relax and occaisionally throw a cure2 and just rely on regen.

Hope that all made a little sense, I'm kinda tired at the moment...the main point was that there is no *best* time to swithc from using cure1 to cure2, it all depends on what you're fighting and how well equipped your tank's armor is, and also whether or not you have a backup healer. Always take every variable into consideration when you decide how to act in a group and you'll probably come out better for it! :)

Darakar, Sylph
29whm/18war/15blm/15mnk/15thf
#45 Jan 15 2004 at 6:49 AM Rating: Default
Yah, thnx for those replies. I always thought it was dependant on the situation as well. Thnx for the help :D
#46 Jan 15 2004 at 7:53 AM Rating: Default
Do what it takes to keep your party alive and well.

Sit whenever you feel the battle is well under control.

Roasted mushrooms, juices and pies are your best friends.

If you really want long chain's of exp my best advice for you is to start your own party and have at 2 (mainjob) whm's. Having 1 whm and someone else w/ a whm subbed IS NOT what I mean. 2 healers and 4 dmg dealers works best for chains. Damage dealers include tanks, melees and blm's. Most blm's have subbed whm's so thats an added bonus in case of emergency.

If you're poor, then you need to stop leveling and make some gil. A tank w/out well updated armor is like a mage w/out all his spells. How disappointed are you when a lvl25whm doesn't have raise because he/she can't afford it?

It is not hard to make gil at lvl 20+. Make friends with high level players (from former parties, linkshells, etc). Learn something called "farming". You do not farm for exp, you farm strictly for loot and gil. Set aside days where all you do is farm and quest. If you have high fame do quests for scrolls for they sell for alot at AH's. Once you have a decent amount of money, take up a craft skill. Do anything, but for the love of god never use "broke" as an excuse.
#47 Jan 15 2004 at 7:56 AM Rating: Default
Oh, by the way - I mean scrolls that you don't need (in my case, I don't need blm spells so I did quests for aspir, drain, etc).
#48 Jan 15 2004 at 7:57 AM Rating: Default
eish I should register so I could edit my posts... but I am a taru lvl31whm/15bard.
#49 Jan 16 2004 at 5:35 PM Rating: Decent
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I found spamming Cure's at lower levels (ie. when Cure II isn't healing for 90) is actually more efficient mana-wise. Later levels, as mobs start hitting for more, is when Cure II (especially with Divine Seal) really shines.
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#50 Jan 17 2004 at 3:18 PM Rating: Default
any white mage that says that spamming cure I (or cure II at higher levels) is always bad or always good is just a bad white mage. The fact is, it very highly depends on what you are fighting, and who you are fighting with. White mage has so many strategys that change with every new party, to rule out one strategy would be a bad thing.

this also applies to such debates as always standing vs resting mana during a fight, meleeing vs not meleeing, and alot of other pointless debates. The simple truth is that you need to do all of these things at one point or another, and knowing how to do all these strategy is what will make you a good whm.
#51 Jan 17 2004 at 4:03 PM Rating: Default
Well actually as a lvl 36 taru whm, I'm finding my cures to be putting out 1 more hp per cure (Cure 1 - 31 hp, Cure 2 - 91 hp). And I'm sure as I lvl it will definately rise with my Healing Magic lvl goes up and the more MND items I can equip, because really I don't think there is no definate cap, but rather as a point where they slow down.
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