Typically, I agree with Fyn about many of the things that he espouses. The same is true of Perg and Eldelphia, and many of the other venerable White Mages who have posted in this thread. However, this time, there are two distinct sides to an argument. I feel that the majority of posters, myself included, agree that Cure VI is extremely underwhelming. Cure V absolutely, unarguably had a place at level 75. Even now, at level 90, Cure VI does not, when you're outside Abyssea.
I understand that the last four words are a critical modifier to that sentence, but they are truth. Cure V had a place in Limbus, Dynamis, Einherjar, experience situations, and virtually any other challenging moment in the game. Cure VI is truly a convenience, and a luxury, that is afforded us only by virtue of the God mode that we turn on every time we get visitant status.
The recast, which is offensively
long, absurd MP cost, and general inefficiency actually led me to declare that I would never use it. I'll admit that the declaration was made when I first learned the spell. When Augur's Gloves and an Orison Cap +2 were all that I wanted out of the game. When getting that first Lunar Abyssite changed everything
Certainly since then, I've cast the spell more times than I can count. I use it liberally, but it's just a means of filling in the gaps between Cure Vs. That's all it is, and I truly think anyone who claims otherwise is stubbornly holding on to some insane concept that bigger, shinier, newer stuff is better.
It's not better. It sucks. There are myriad ways to fix it. Make our Healing Skill actually uh, I don't know, do something? I feel that Elemental Skill suffers almost the same malady. Ninjutsu Skill does something for the damage of a nuke, but the skill associated with the job that is most representative of magical damage does nothing for the actual damage of those spells? Fine, resists, whatever. Argue that side of it all you want; cling to that foolishness, if you choose.
On topic, Tranquil Heart, quite frankly, **** me off. Give me the option to turn Job Traits on and off, and I'll be just fine with it. I've driven the standard model of White Mage until the bolts are falling out, and this:
It's a WHM tanking nerf, duh.
Is my problem with it. This is immediately obvious to anyone who has ever enjoyed this aspect of the job, and it's annoying as hell. We're being forced to play the game the way that Square wants us to play it. There's little enough Enmity + gear available to White Mage for tanking to begin with and this drives a pretty big nail into the coffin of the concept.
Unfortunately, the really disgusting part of the whole thing is that it's not just killing a niche and frequently unused subsection of White Mage, it's also giving a giant middle finger to all the Paladins who are skilled and wise enough to recognize when /RDM (and rarely /WHM) would be a superior choice to the standard /NIN or /WAR.