ShadowedgeFFXI wrote:
You know what I don't understand about you logic is how you cram the benefits of Cure V into some deluded accounts that we could replace a WHM if none were available, yet you warrant this regen buff that seems uber powerful in it's own right. So the question I have to ask, what's the difference?
The regen would only be uber powerful if it was designed that way. What's more important is the concept behind the idea then the numbers of the idea. I mean the regen we are proposing is something not currently in XI yet commonly found in other MMOs. It's that type of regen that only lasts like 10-20 secs but ticks much more HP then a standard regen. Something like 100-300 HP/tick.
In fact one of the main benefits of this as well is that the development team can in fact balance it with what they feel Rdm should get. They don't really have that much of a luxury with Cure 5.
ShadowedgeFFXI wrote:
Oh and in the case you can't find a WHM, why should there be no way to realistically kill hard mobs without requiring a WHM?
This is where hybridization comes in. In theory how hybrids work is if you can't find that one specialist like a White Mage what you can do instead is drop one of your DD specialists and invite 2 hybrids instead.
If balanced properly DD + WHM = 2x Hybrid.
This is why we are so insistent for a melee buff (and a minor healing buff). Because 2 Red mages don't even COMPARE to one specialized DD. If that DD is pimped out not even an army of pimped out Rdms could compete with the DDs damage.
The same is true for healing atm. 2x Rdms don't compare to 1 whm. If you gave Rdm cure 5 though 2 Rdms would be quite a bit more then 1 whm, and that ruins our chance to be any sort of hybrid role since the can't boost our damage since is 2 Rdms could equal 1 DD then no one would even bother inviting Whm + DD anymore since 2xRdm would do the same damage but have way more defensive power.
Now this is just how it theoretically works. In the real game there are other things preventing this from happening such as economies of scale and diminishing returns between jobs, but the point stands that it we get cure 5 we won't be able to be developed as well in another field because our healing will be stronger then a generalist should have. It's the reason we virtually went stagnant since the big Rdm change. Because our healing was so strong that they couldn't realistically buff us.
ShadowedgeFFXI wrote:
remember healing this Galka MNK recently on RDM who was in red HP. Cure IV does not cut it, not at all.
This is an issue of needing more HPS. Not needing cure 5.
ShadowedgeFFXI wrote:
I really believe RDM and WHM work best together as a team
You say this, but I'll be honest. Rdm and Whm are one of the WORST job combinations to have in the game simply because too many of our things can't stack. We have the same haste spell. We can't use both of our refreshes. Many of our other enhancement spells are the same or don't stack with each other. Our enfeebles don't stack. I mean think instead if you had Whm + Brd instead of Whm + Rdm.
Whm + Rdm will both have 6-7 MP/tick from the Rdm.
Whm + Brd will both have 8-10 MP/tick from both jobs
Whm + Rdm will give the DDs 15% haste
Whm + Brd will give the DDs 35% haste
Whm + Rdm will give the monster a 35-40% slow (70-80 with Sab)
Whm + Brd will give the monster 80% slow
And, at the moment at least, a Brd can heal just about as well as a Rdm, and probably melee better to if he gets a good set of Hetacomb augments. (The whm already stomps rdm melee)