Oh please. The posts are laced with jabs at FF14, as well as constant comparisons to WoW and FFXI. Welcome to the shitshow.
Oh please. The posts are laced with jabs at FF14, as well as constant comparisons to WoW and FFXI. Welcome to the shitshow.
Yes, comparing healers in different MMOs is clearly making jabs at FF14. Stop being fucking retarded.
As of phase 3, Regens from multiple sources onto one target stack, as do the differing Regen effects from Medica II and Regen.
As with other classes/jobs, primary stat (MND) is far more significant than determination in terms of conversions to 1 HP healed. The proportionate impact of MND and DET seems to hinge on weapon damage.
In phase 1 and 2, DoT/HoT crit behavior was determined initially; a calculation was made as to whether the DoT/HoT crit when initially cast, and if it crit, every single tick was a crit. In phase 3, that has changed to where the crit calculation occurs on a per-tick basis.
Yeah, as with DoTs, HoTs are currently unaffected by the +% penalties or bonuses granted by abilities. Remains to be seen whether that's intended or not; I guess we'll find out in phase 4. You can verify this by getting enough gear to equalize INT and MND, then using Aero with and without Cleric Stance. You can also test this on other classes by using buffs like Raging Strikes on DoTs.
Regen is effected by Cleric's because it's based on MND (like all other healing magic).
It would have been handy if it wasn't, could have had more utility to use while Cleric's was up.
edit: also Protect gives a 15% increase to def/mdef, not effected when used cross class (just def only)
Don't see how regen isn't useful. Instant cast, applies HoT, fire and forget or supplement with heals. Cast it on other members who sparsely take damage to keep them topped up etc. I mean, it's regen, the use of the spell has been set in stone since it appeared.
And instant cast does not mean "2.5 second cast cause of GCD", since that isn't how cast times work.
It only lasts 20 seconds, it's usefulness as a preventative measure is dubious and it's got a very high MP cost for less healing than other spells.
What? What is supposed to prevent? Damage?
It has higher MP cost for the instant fire and forget capabilities that you can use on the move. I mean, the use is very clear to me. You aren't going to save lives with regen, but that isn't the point of the spell. It's utility healing on the move.
It's lackluster compared to how overpowered it was in 1.0; now it's more just another tool in the toolbox instead of "if you can't keep regen up, why are you even here?" Which is -- or, at the least, can be -- fine. Though we can look at everything and say, this is the eHP/MP, eHP/time, etc., we have no idea what damage intake and fight design are going to look like in a 24-man L50 situation.
tbh, wild speculation but since they do want to introduce pvp, instant heals are always baller for movement sake. So maybe they wanted regen more for that? idk. Having a heal you can cast on the move is always nice in fights where you are running around a lot. I didn't do a lot of fights in 1.0 (just ifrit and moogle). I can say with certainty that regen was nice (without shitty animation lock) for ifrit.
I'm curious to see how much Chimera in CC has changed since 1.0; though most people simply just circumvented or powered through 1.0 Chimera's moveset, there is some potential there for a more movement-heavy fight, which would then incentivize intelligent Regen/Medica II usage.
Preventative as in casting it to top someone off and if they take any more damage it'll take care of that too, the short duration and the low potency both limit its capacity to do that compared to the way it used to be in 1.0 where it could HoT faster than other jobs could cast Cure.
I haven't played WHM at any event high enough to have Regen but I can see the utility, it's just very changed from the 1.0 version and differs from what you normally expect of Regen/HoT in that it's less efficient than direct curing. The selling point instead being able to cast on the go.
Regen = the new penta thrust nerf!
(sorry, I had to)
Sounds like there's no reason to ever use regen unless you're moving long enough to regain the mp spent by the time you stop moving. It costing more MP doesn't make much sense to me. It's instant cast, but so what? It being instant cast isn't going to save anyone because it's a heal over time.
It should cost less MP than normal cures. That way it becomes useful as a spell you can throw on somebody who took damage, that you don't expect to take more damage soon. It would be more cost effective, in terms of mp management, to use. Then cures would be the faster, and therefore rightfully more expensive, way of healing.
There's more than enough reason to use Regen in PVE and PVP. I agree it's lacklustre compared to 1.0, but at least people are considering that the game has changed and so the way people play will change as well. If, like 1.0 you expect it to be up 100% of the time otherwise you're losing out on valuable efficiency then it seems disappointing. Healing in ARR requires fairly active commitment, so it doesn't surprise me that the cure chain is the main way WHM is expected to heal someone. Using all their tools (medica, regen, cure) they can maintain an active healing stance for all members.
Also, let's not forget that SCH main method of healing is HoT, so making WHM's regen powerful and more than just a utility spell takes away from SCH as a healer. Especially if they're supposed to have different styles of healing.
Man fk that busy work, I wanna Sacred Prism -> Regen -> afk.
I always hated regen anyway, so glad to hear this.