yeah its been posted that Ethers are only really useful as emergency buttons since they have such a low MP regen and such a high recast. so, not very useful in boss fights.
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THM is pretty decent, but there's a fair learning curve on it for the MP management, could perhaps lessen spell costs just a tad. Now need Mag acc for most mobs. Not rly for moogle though.
I think the MP cost/pool was for THM was created with BLM and it's abilities in mind. Also ALC/CUL and GDS are still waiting on their final recipes etc. So it is very possible that we will get refresh foods and items in the future that will aid in this.
That being said, once we get a couple days and different Moogle Battle strategies (others NM's too) I really do think THM will be very useful in the fight. It hasn't even been 24 hours of people attempting it yet. Once we oil the machine and know the best order to kill them, abilities to use etc, and can make the fight quick, I'm sure it'll be 'Bring in the THM army!'
Still hoping for separate mechanic for caster DPS to improve their utility. With damage alone it will be a pain to balance properly, so I wish they'd rather not even try.
280 i think lol. Along with the tier 3's eating 5-600. A full tier lightning combo goes for about 1.1k mp and does about 2.3k with decent gear so as was mentioned the third chain really isn't worth it unless you need the spike. Still, with such a large mana pool and such high MP costs we really do need something like refresh or convert to keep us doing healthy dps throughout the fight.
Don't know if this has been mentioned here or not but I noticed that Thundara and Blizzara are both instant-cast spells, yet Fira has a 3 second cast time. I'm further confused by the fact that one of the combo bonuses for thundara is a reduced cast time but how can it be reduced further than instant-cast ? ...
Something seems not right here so if dev could please respond if this is a mistake or intentional. If intentional I'd love to hear the design philosophy supporting this.
brain power? it shouldnt have to take any.
i have to admit, it is hard for me to believe anyone would play an MMO on a console. But then again i do understand that not most JP people have PCs anyway so for me it really sucks.
the Console delay and billing/online negotiations (360) are my back up for why it should never have been considered for console release anyway and people without a comp would have to just suck it up just like every other MMO.
cannot keep up with your button pushings?
with the current system, since everything is single target now (especially now) i press my spell button and enter over and over waiting for it to go off just as i would as if enter wouldnt have had to be pushed.
repeatedly mashing your spell button until it went off would actually make it easier with the current system because because recast timers are glitched just as they have been for months. mashing would guarantee it goes off the very split second the system finally allows you to. the same as spamming Second Wind until it finally goes off. itd be worse if enter was involved in Second Wind.
Also take into consideration that 2.0 will not have this "animation lock" glitched system that is plaguing the game per Yoshis several interviews.
Also take into consideration that Yoshi himself agreed that not having a fully separate customizable UI for PC was a bad choice from the get go so PC users will have a completely separate UI at 2.0.
so its not so hard to assume the devs and Yoshi himself agree that MMOs is a bit more of a PC thing, theyre just stuck with the reality that JP people dont often have gaming comps and that many FFXI people just dont want to stray from FFXI.
also Yoshi said in an interview that:
"its like FPS games, theyre so many of them and theyre all very popular and seen to be different from one another. one reason why theyre so popular is because theyre control layouts are so similar to eachother. certain things should just not be touched in a genre of games and i think controls are one of them"
I agree, a toggle would be perfect.
I have definitely noticed big booms but I also noticed how fast my MP pool depletes..
My question though is did they remove the Area Effect ability from our spells or moved the toggle? Z key doesn't work anymore. Was a rude awakening trying to kill 3-4 things i was plowing through before and noticing after the 2nd one i had nothing left to fight with (mp wise) lol.
My only level 50 combat class and they !@#$ it over once again. I should have know better then to think 3K MP meant something good. Might as well rename Thaumaturge to "Minute-man", cause that's about how long it takes to shoot your 'load'.
Even less useful in Ifrit now, completely useless in Moogle compared to other setups (not saying its impossible, but lets face it...no one beat Moogle first day with 4 THM in their pt...). Enfeebles seem weak and useless. No AoE sleep. CNJ maybe deal less damage but side-by-side the CNJ can keep putting out and has more utility while the THM just stands there twiddling their thumbs.
BLM better be worth waiting for cause I m real tired of the one job I want to play constantly getting the shaft.
Dont forget we still have Job abilities in 1.21. Black Mage gets a convert type ability~
I dont remember standing idle for 3 minutes for my mp to fully recover.
yeah, it can definitely use some adjustment it's too expensive, and it doesn't last long enough but I was stating it is there. If you are being wailed on it gives you roughly 100mp back per hit. The lowest I've gotten back was 85 mp. Obviously thiisn't a good scenario if the mages are getting pummeled. But sacred prism+sanguine could possibly help out a tank.
It would be nice to give blm more spell management traits or abilities. Buff up Parsimony.
I haven't played around with it enough to notice, but the spells that take 3 secs to cast, are they the AOE ones? You have to take a very close look at the descriptions, fire is an AOE, while stone is not. It's very mix-and-match when it comes to which are AOE and which ones are not.
The reduction is not in the cast time of Thundara, but rather the RE-cast time (aka cooldown). If the stun goes off, the spell cannot be cast for the 30 seconds shown in the tooltip. If no stun happens, I believe it's something like a 15 second CD? Or something close to that anyway :P
Soooooo....I just finished an Ifrit fight as Nuking conjurer. I was actually able to keep my MP up very well as conj, thanks to Blissful Mind and Shroud of Saints. Oh yeah, and Cleric Stance FTW!! In terms of nukes, I alternated Aero and Stone, and when I felt like I had the MP to spare I would throw in a Stone>Stonera combo. From a quick look at a parse, I had apparently topped in damage, but I'm gonna hold off on making any conclusions about how good of a DD this is until I test it some more.
The reason this brings me joy is that I've actually found a sustainable way to nuke and still put out competitive damage. Of course this is only for the Ifrit fight, so the large amounts of movement in the moogle fight may mess too much with MP regen. But hot dang, after testing all the possible combinations I could come up with, I think I've finally found a viable nuking style for this patch :D
Note: I'm using Ifrit's Cane with a few double-melded pieces for Int and Magic Potency (Hat, Legs, Boots), a Mythril Choker, and two +7 Int rings. I've also allotted my points as +23 Mind and +22 Int.
Anyone else tried Ifrit since patch?
Thundaga Resisting for 250 damage. For a 500MP nuke this is a poor trade-off.
Anyone got any tips for lowering resist rates?
I hope they lower MP costs, or Combo'd MP costs or something.
I was nuking just fine, kept mp up. Pulled hate from the tank ;>.>