make sure u add that 60 to the 43 that liked my reply =)
I was quite shocked when I logged in immediately after the patch update and saw that Curaga II was almost 200MP. I understand that SE wanted to raise MP costs in an attempt to promote strategic playing, but I think they over did it. I'm thinking that maybe they should decrease the MP costs slightly, to somewhere between what it is now, and what it used to be back in 1.17. I've played conjurer from the get go, so I've put almost all of my points into my MND stat in an attempt to give myself the largest mana pool I can have, but even I find it tricky to maintain high MP at times, even when using spiritbind.
Leave as it is.
Mages should also learn how to play.
Haven't read the thread, but I think the new mp costs are directly associated with the incoming support classes/jobs who will have skills to help mp management.
I like the adjustments that were made.
i agree mp cost should have been raised but it was really a HUGE jump in mp cost. The cost should be high enough that you need to manage your mp, but not so high that EVERYBODY is shouting for CONs and you need to make half your party CON to win the fight, because that's kind of what it's like right now. Maybe it could be lowered, but juuust a bit. lol
I think until jobs are released it is to early to tell
Personally after messing around with Conjurer and THM some I feel it is a tad too steep, and should be adjusted lightly, Cure casts 45 MP that hurts when you are level 20 can barely heal myself. But then again I like it better than it was the way before where you never ran out of MP. So I am in the middle.
Since I am now and always have been a Conj, as a wht mage, I think Mp should be lowered a bit but i now have to have stratagie and use ethers and mp potions. I think it should be lowered a bit.
Leave it the way it is
As if DD players feel that their pressing 1-1-1-1-2-1-1-1-1-2-1-1-1-1-2 is skillfull playing.Quote:
Mages should also learn how to play.
Even with the previously low MP costs for healing, mages probably had the most dynamic battle play available, especially in tougher fights:
- Attacking with basic attacks nuke spells, and trying to keep DoT magic on the monster
- Properly managing AoE vs Single Target (this was part of the challenge and I wish they didn't take it away since it has now dumbed things down and cluttered the action bar)
- Moving in and out of attack range that vary per class of spell
- Maneuvering to avoid attacks since our HP levels are much lower than melee classes
- Maneuvering to get a good angle for buffing all of our party members when previous spells wore off
- Watching the party's HP bars and healing when necessary
I never spam healed except when the party was getting absolutely slaughtered, and never felt bored just pressing the same button all the time.
Learn how to play?
I think I played just fine, thank you.
What do we have now on the tougher fights?
- Stay far away
- Watch the HP bars and heal or buff
- Switch between active/passive mode and wait
- Watch our MP bars and pray that we don't run out