Cura costs 32 mp and heals everyone in the party for only slightly more than cure. Give me a convincing reason to spend 1/3 of my MP to waste a turn, and I’ll start using cura. I haven’t even found curaga yet and I’m not very bothered by that.
I use hi-potions for curing right now because they’re faster and more powerful than any spells worth using, even without potion lore.
That gambit would not make characters do exactly what I want them to. What I want them to do is keep hitting the monster if they’re taking damage faster than they can heal it, which is what causes them to stand around curing each other for so long. That’s why I took their healing gambits off completely and just left it to Vaan to keep everyone alive.
I also took them off because if their action gauge was 99% full and one of my men dropped below 70% hp, they’d start casting a cure spell, resetting the guage and wasting what could’ve been an extra attack. I don’t want to throw turns away like that, especially not against tough marks.
The most effective way I’ve found to fight is to relentlessly focus my attacks on one enemy until he’s dead, curing manually whenever I need to. To do this, you only need one gambit slot on each man and a little bit of micromanagement. The gambit system is supposed to streamline your fights. Instead, it makes your men stupid and wasteful. I use it as little as I can get away with.
And in any case, instead of turning off gambits, why not just order your characters to attack?
When you give someone a direct order to attack a monster, they’ll hit it once, then go back to their gambits. You have to turn gambits off completely to change their behavior. That’s why this sounds like it would work a lot better than it actually does.
