ExpressImpress wrote:
1 MP/tick is nothing.
2 MP/tick is nothing.
3 MP/tick is nothing.
When does it stop being nothing? Because, at some point, all those "nothings" come together and form a big "something" that makes parties much more efficient.
It is as always relative. If 3 MP/tick native refresh for BLM is overpowered, then why isn't 3 MP/tick refresh spell on RDM? Is it the 40ish MP cost that it has that makes or breaks the balance?
In my opinion you won't really reach any "useful" levels of auto-refresh until you are around 5-6 per tick. For example SMN + auto-refresh trait + YY robe + a refresh source. That is when it starts to become possible to rest little if all you do is spam cures. If you attempt to also use other spells like Dia II, perhaps avatars, then you'd need even more refresh.
But it also depends on job. A RDM who has cheap spells like paralyze and slow that just takes some 20 MP or so doesn't need much more than 3 MP per tick compared to a BLM that needs 150 MP per nuke. Then again more refresh for RDM and they could nuke too without feeling like they are wasting MP.
Overall I doubt you can have TOO MUCH refresh unless you end up able to main heal a party forever without every having them near death. (Which some WHMs seem able to with RDM+BRD support, i.e. about 7 MP per tick assuming an armor with auto-refresh too)
Then again, what haste is too much haste? For balance reasons with mages it seems like 15% haste is quite enough to balance it out, and further haste just make melee better. So why do we have so "overpowering" much haste in this game, but so little refresh? Are we supposed to only have a melee friendly game?