dont think so, but u will normally run with 2 healers...
ah, and it's a group spell if im not wrong.
1.83b Release Notes
They may have added the new cure spells, but it's not like they're extremely efficient.
http://www.camelotherald.com/spells/lin ... 30&line=85
Look at casttimes and the spec they require.
Grp Cure Disease and Cure Nearsight are already in Perfector ML line and more efficient than the added specline ones.
http://www.camelotherald.com/spells/lin ... 30&line=85
Look at casttimes and the spec they require.
Grp Cure Disease and Cure Nearsight are already in Perfector ML line and more efficient than the added specline ones.
Doubt they'll be gamebreaking, if you look at the required Mend spec for healers.New cures, Mend spec healers:
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
40 Cure Nearsight Friend 4.5s/0/0s 2000 range 30
46 Group Cure Disease Group 4.5s/0/0s 2000 range 75
49 Cure All Friend 4.5s/0/0s 2000 range (0) 80
50 Group Cure All Group 6.0s/0/0s 2000 range (0) 120
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Formerly on Hib/Pryd as:
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Formerly on Hib/Pryd as:
Damarmas, Cias, Bryce, Line
Alb tank groups have less tanks than equivalent utility Mid/Hib groups and even then Mid groups have celerity on top, it's not like the celerity is going to be any diff than allowing an extra merc would be so it just brings Alb tank groups on par with Mid/Hib.Grymligast wrote:And the change to celerity is gonna make alb melee trains stupidly OP. They could atleast have kept the 15% pow cost to remove perma twisting end and celerity
Animists/Enchanters/Mentalists/Druids all have pets, it's not like Hib is short on pets either, Mid is the only realm with a pet shortage.Pepper wrote:Why do albs need NS when they have an insanely amount of pets compared to mid/hib? They can interrupt all casters/healers with them and there's no need of NS in those cases. Sorc with charmed pet and cabby with simulacrums and pet spammer theurgs are more than enough. I play a light eld, i have red NS and if u ask me ill gladly drop the NS and take casteable pets in an insanely range and no mezzeable neither rootable as theurgs have.
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Look at the power cost and cast times toospook wrote:They may have added the new cure spells, but it's not like they're extremely efficient.
http://www.camelotherald.com/spells/lin ... 30&line=85
Look at casttimes and the spec they require.
Grp Cure Disease and Cure Nearsight are already in Perfector ML line and more efficient than the added specline ones.
Doubt they'll be gamebreaking, if you look at the required Mend spec for healers.

6.0sec cast time, 120 power and 50 mend spec for group cure all, never gonna be used, ever

Animists are good on keep taking but i was talking about fixed groups which normally dont use an animist and hardly a mentalist.Xest wrote: Animists/Enchanters/Mentalists/Druids all have pets, it's not like Hib is short on pets either, Mid is the only realm with a pet shortage.
Alb fixed group always uses a theurgist and a sorcerer.
Ah and u can aoe mezz animist pets while u cant on theurg ones.
There is also the point that a pet with a 2000 tether range on charm is probably more of a handicap than a bonus in a grp, given the current vogue for extending.pepper wrote:Animists are good on keep taking but i was talking about fixed groups which normally dont use an animist and hardly a mentalist.
Mael, 50th ment.
No but you can kill theurg pets retardedly easy. It's amusing an eld whining about theurg pets when it takes a theurg 7% of mana to cast one @ 3.0spd when an eld can one shot one for 3/4% mana @ 2.8spd, not to mention nearsight the theurg to make him 100% useless for 1min 30sec unless he gets a cure. Much prefer Cabby to theurg tbh cos NS + Disease + Snare nuke spam are far more disruptive to an enemy group than theurg pets now that people have finally figured out how easy it is to kill them.pepper wrote:Animists are good on keep taking but i was talking about fixed groups which normally dont use an animist and hardly a mentalist.
Alb fixed group always uses a theurgist and a sorcerer.
Ah and u can aoe mezz animist pets while u cant on theurg ones.
Also Alb has no AE in any of it's workable group setups so destroying shroom farms takes forever compared to Hib which can stack up theurg pets and obliterate them with a bainshee/eld/enchanter/mentalist/animist who all have AE

Likewise for theurg, an extend group negates a theurg entirely, ice/air pets are too slow to do anything useful against or in an extend group before they expire and earth pets are retardedly easy to kill whilst extending - pets aren't useful by themselves, they need support of the rest of the group else as I say they just die instantly. Again why I prefer cabby again because NS > easily kiteable/killable pets. Also with slow cast speed of pets and lower dex of theurgists due to only Avalonian/Briton/HO dex being crap for a caster you generally have to put yourself in range of nukes to get a pet off whilst a group is extending, even then it's only one pet which burns up large amounts of mana. Other advantage of cabby over theurg is that the snare/disease really hurt tank assist trains, something theurg can't really do.Maeloch wrote:There is also the point that a pet with a 2000 tether range on charm is probably more of a handicap than a bonus in a grp, given the current vogue for extending.
Seeing as Cabby >>>>>> Theurg now in terms of disrupting alone and Eldritch has all the tools of cabby for that job - disease/ns/snare nuke then as I say it's kinda silly for an Eld to whine about a theurg now, it's kinda like a Bainshee whining about a Wizard.
Whining about Theurgists is so last year

Most hib/mid groups are split caster/tank nowadays
and most hib/mid groups will have a eld/bain/chanter/ment or rm/sm all of which have some kind of ae to kill theurg pets v easily. This coupled with your casters being at the back of the fight near your support means that if your getting owned purely by theurg pets, your severly lacking vent/teamwork.
Theurg pets are annoying yes, but in todays game they arent so overpowered
and most hib/mid groups will have a eld/bain/chanter/ment or rm/sm all of which have some kind of ae to kill theurg pets v easily. This coupled with your casters being at the back of the fight near your support means that if your getting owned purely by theurg pets, your severly lacking vent/teamwork.
Theurg pets are annoying yes, but in todays game they arent so overpowered
.