KojiroSoma wrote:
I'm pretty sure that for most things, people are going to have cure set from their usual setup and really arent going to have a specific grouping set when they're in a PUG.
With the availability of what you can set, and the amount of those skills that are remotely useful or diffirent from what you already had, i dont really see anything people could sub instead of a few staple abilities.
All the melee's are going to have Cure, Bloodbath and if they're not tanking, Stoneskin most likely. It's kinda a shame. 1.0 had hundreds of abilities you could equip.
2.0 doesnt have anything even remotely like that. Anywhere from 3 to 6 abilities you could sub depending on class, a lot of those are locked out to specific jobs too. And besides that, a lot of those are similar in potency to what you already have, without being able to Combo them.
Archer has that +20% attack ability, Marauder has Bloodbath, Lancer has Feint, other than that, i cant really think of anything else remotely unique at the moment. Nothing really jumps out for me.
Actually, given the laughably low potency of Cure on a DoW class (I'm talking around 5% hp healed for the cast), I see no purpose for it, at least in PUGs. Sure, if you're running with guildies and going a 3DD/1Healer route or something, extra precautions might be needed, but otherwise no. Stoneskin would be a massive MP hit for a non-MP using class too. Sure, THM should be packing it, as they have a solid MND value to backup heal (I did this plenty in P3, even main healed last section of TTD when healer d/c'ed), but for War classes, just picking the low-hanging fruit:
GLD - Convalesence (10)
ACH - Straight Shot (2), Raging Strikes (4), Venomous Bite (6)
LNC - Feint (2), Keen Flurry (6), Impulse Drive (8)
MRD - Foresight (2), Fracture (6), Bloodbath (8)
PGL - Featherfoot (4), Second Wind (8), Internal Release (12)
A nice mix of DoTs, self-heals/buffs, offensive & defensive CDs, all pretty much accessible with 1 hour or so of hunt logs/questing in the relevant class. Push further up a class, and some truly useful stuff (Invigorate, Quelling Strikes, Blood for Blood, Hawk's Eye, Mercy Stroke, Awareness) can become available. There isn't a huge amount granted, but enough to mix & match depending on gear & situation. I would rather have 10 abilities that all have regular use, than 5 buttons being 98% of gameplay, with 25 other options being incredibly situational.