I am sure that Neptune doesn't know anything about these abilities at all.
I have all of the above (except siphon 2) on my action bar right now. It's good, but it's not good enough. In my OP I stated that all of that was what got me to difficult solo fights where I'd have to sleep the mob to regen my MP. I didn't name all of them but that's what I was getting at. It's not going to be enough to solo, because if you get hit every 5 seconds, you need to be able to cure yourself every 5 seconds. You can't do that if you only have MP to cover less than a minute of attacks.
Out of those 3 you mentioned, 1 has a 10 sec recast, and the other 2 have 30 second recasts. It's a crime.
Sweet, so I can get that 30 mp back. That's like 1/5th of a cure spell!
Yes, I did all this in the R45 dungeon, bro.
You know what happened when I spiritbound? All-Seeing-Eye shat on me 20% of the time.
Siphon MP & II are on the same timer, so I guess that narrows your options.
(BTW Raise & Raise 2 are on the same timer. LOL How epic is that?)
Fortunately Rebirth is every 30 minutes, so I can use it 2x per dungeon unless I dedicate Chainspell to it (which I do) and then it's every 5.
Mage sucks. I'm so depressed over it. I recently leveled Gladiator and loved managing hate at Raptor parties, so maybe I'll play Gladiator but when the mage-lovers of the world are quitting mage because it's not fun, who the fuck is going to heal me on Gladiator?
I don't mean to nay-say really either because I practically dancing in the streets at how much I like dungeons. I think they're better than I could have ever hoped in terms of accessibility and fun, challenging content. The only downside is they ruined the 1 job I really wanted to play in there - and that's a pretty big bummer.
Fortunately I'm moving from Hawaii to Maryland so I'll have about 6wks off and maybe 1.19 will come out or some tweaks will change things, but for the next week or so I don't know what I'll be doing in game. I guess suffering through it or begging my LS to let me play Gladiator when we have too many of those already.
The problem is that you are trying to solo. CON is not a good solo class just like whm, for the longest time, could not solo in FFXI. This works fine in a normal party setup, but if you are soloing, you will be getting TP from AA anyway...so I don't see the problem with radiance spam
Charming comment, really classy.
@ Dubont: Fair assessment on the MP front. Tranquility is still on a 10 minute buffer and is always on my bar regardless (always a good) , Radiance needs 1000 TP. Unless you want to be hit with AoE, this needs to be gained by spirit dart which is on a 10 second timer.
On the topic of Radiance, that's the only skill I've had my qualms with. In the past it gave next to nothing in MP back, I'm going to test that soon to see if it's still the case. If so, it's a waste of space on a bar especially if you're a healer.
Cons nor Thaus should be spamming cure on tanks regardless, rather they should be keeping an eye on how often and much damage they take per attack. Both AoE and single target. If the tank is taking too much damage too fast, that's not the healer's fault. That lies on the Tank.
I've just been fiddling with my bar a bit, they've made it easier to switch from one to the next, only problem is getting it to go with just the keyboard all the time...Anyway, even with spiritbind, Curaga is still almost 100 mp which, for a 60 second retimer skill, it'd be worth it but it's not something you could keep up. Especially since right now I'm not sure how much HP that'd cure for some people.
It's still a casual-friendly game, at least they say so.
And that's what I mean about this update taking a giant dump on playstyle. I could solo things just fine as a Con, nothing big, but at least I wasn't totally raped 95% of the time.
This is what I mean when I say the game is going down the same fail-route XI did with its classes. I'm all for promoting party play, and jobs will be good for that. But what they're doing now to Cons upsetting! I liked my ranged damage I was able to do, I liked being able to either heal or nuke, I liked that there was another mage class that could do it just as well as I could. I liked being able to make strategies for how, as a conjurer with my radial AoE, I could stand in a party situation and keep an eye on the battle.
Now? Why even give Conjurers a Job? I don't even think there's going to be an option anymore. With this update we're the only reliable healers with Curaga. It's horrible! The freedom feels like it's been removed entirely.
I have to say that the update to Mage rocks. It costs more, but I hit harder, good job SE! :)
For a long boss battle practising these techniques and gearing appropriately for them is a great strategy. Only issue with it now is the current MP cost. Hopefully with the adjustment on how stats effect your spells/MP it'll be even better.
On another train of thought.
Making the skills like Spirit bind, or boosts to cure spells, that would have been a better option to make Con a better 'healer' or to add to the possibility of it being a WHM with the job system.
Making Curaga con only was cruel. ): You have to admit. Come on.
For example if you played Scholar in XI you remember how awesome it was switching from White book to Black book, and all the neat skills you got with each.
I honestly don't see the issue here, aside from trying to solo a NM a conj has to learn a lil thing called "MP Management" and use all their available abilities and passive mode whenever possible to keep their mp good. Its been done in other MMOs and it can be done in XIV.
I was WHM in XI for 8 years and until Abyssea I had to manage my mp, working with team to conserve mp or have someone pop a skill to allow me enough time to rest up a small ammount of MP. when passive MP regen came out alot of people forgot how to manage their mp and started cure bombing to heal 1 missing HP since they can passive regen their MP instead of relying on Tranq, Radiance and Aethryte(sp?) camps. With this update we'll all have to relearn how to be eficient without spamming heals.
My mnd is 102, int is at 138. I do like my offensive spells for AoE fufufu. And my PIE is really low at 73. I'll play around with that once we get per-class stats. :D
@Keith: It's not always about MP management. I played Scholar with a rdm sub because my WHM was gimped. I had no problem handling the constant ridiculousness of macros. I think my own personal issue with macros in this game is tiny fingers, and how painful it was to strain to ctrl+#. If they were hotkeyed to F keys that'd be rad.
The difference between XI and XIV is that to cast spells in XI you didn't need to hold your weapon, you also had at times the luxury of a red mage with refresh, a bard, or if you were really lucky, refresh gear. I admit in XI to rest was laggy and horrible, especially if you had to stand suddenly.
I don't think there'd be this much bitching, honestly if they hadn't nerf'd Thaus to the point where they are no longer a main healer option. Con is turning, with every patch, into XI's scholar.
Able to cast offensive spells just as good as a blackmage, but if you want to play in a party you'll never get the option to do so.
Edit: Rofl I keep changing the subject, but yes! MP management! With what little mp we have right now with this new adjustment, it goes ridiculously fast! The only upside is that camps move, allowing us to pull our weapons back and wait for the next mob.
Yeah, I played WHM in XI for 8 years too. Let's get medals.
Thing is though, I signed up for XIV expecting freedom. I wanted to heal (and I have!) but I was pleasantly surprised how easily I could solo! I duo'd (with my wife also on CON) many many levels on the way to 50. I was amazed at the versatility and frankly surprised. If Conjurer had been this way from the start, I may have just settled into it like an old suit, but unfortunately I was allowed to actually participate in the battle! Profundity & Spirit Dart did REALLY GOOD DAMAGE! I could solo and duo NMs and farm my own materials and gear! I could never do that shit in XI on WHM.
It wasn't "easy" mode either. It wasn't as if solo Sirocco wasn't one of the hardest things I'd done in XI. It was.
Anyway, if I slap on the "White Mage" job in XIV and suddenly I'm locked into healing only and can't even equip nukes, then well that's fine. That's what a "White Mage" is and I would be okay with that, but for almost a fng year a Conjurer has been a versatile tool that I've adapted to various situations and now I'm being told that's not what I'm going to be doing anymore on the class itself.
There was really no reason to make Thuamaturge completely useless and Conjurer completely a "healer" and nothing more. The Job system was (supposedly) designed to fill the world with FF flavor as well as give each "Job" a unique edge as a party role.
I don't get why people are so defensive of something that is clearly worse.
YES, precisely! This I think it was annoys me the most! I have a few Thaumaturge friends, and we always switched on and off the role of healing. I mean, in parties, we didn't even have a designated healer. If we saw one another doing something different, whoever wasn't in the process of casting another spell, they'd heal.
The whole point of this game was to not necessarily force people in classes to fill one roll only. But that's what they're doing now and it's...It's horrible! I agree, I loved being able to farm my own things! Even in XI as a red mage, it was incredibly hard to solo. As a white mage or black mage? No way! Scholar? Not likely.
Conjurers weren't the perfect soloers. My GOD, I remember when we first got NM's we watched a 50 con solo for almost an hour that ridiculous sheep. It's not like pre-patch we could fire off spell after spell after spell, and have enough MP to cure ourselves and another party. It wasn't like that at all!
Even with 100 VIT and great gear, as a Conjurer I still took on an enormous amount of damage, using sleeps, and spiritbind to cut my AM spells in half I still had to carefully ration my MP to have enough to cure myself if I ever got in the red. Cons should be able to solo, and they were able to, but they weren't perfect. Saying a mage job shouldn't be able to solo, says who? XIV was breaking out of the box that gave roles to specific classes. I liked that I was able to play a mage and still be able to hold my own.
Now with the removal of a basic attack unless I'm in melee range, and the nerfing of Thaumaturge's potential as another healer, how is this in anyway progressive? If anything I'd go as far as to say it's regressive.
If the job of WHM removed my capabilities of casting nukes, or destroyed my nukes to the point where it's like casting Thunder as scholar with my white book equiped, I could live with that if it boosted my healing capabilities and gave me more effective and wider ranged cures in the form of Curaga.
You guys are defensive of a system that has its heart in the right place, but you're blind to the fact that it could have been implemented better, and at a later time. There were so many other things the team could have done to make this more attractive. You must be a masochist to like the system the way it is now.
that'd be nice if stats meant a lot. Regardless it's a game where you're supposed to be able to build your class the way you like it. If I want to be able to survive more than a single hit I should be able to put as much of my stats into VIT to make that so without putting all my eggs in one basket (mnd.)
Just increasing the mp cost of a spell doesn't make a game harder.
Perhaps we wouldn't be expending so much MP healing you tanks if you weren't so bad at blocking. Maybe you should take a bit of stats out of your strength and dex and put it into VIT. ;P
Honestly
Point
_________
you.
I'm OK with the changes to MP. It makes the game a bit harder, but not impossible ... and it's certainly not game-breaking.
Like I said in another thread, there are other resources we can tap ... such as potions and food to help us manage our MP. Most of us never had to tap them in the past because we never were in situations where we needed to tap those resources. This MP change now makes those situations more likely to occur. That might not be a bad thing.
I don't know many foods that help with MP except ones that have +mnd? I use food when it comes to my nukes (Which will be unwelcome unless we have 2 other healers in the party apparently) for more INT and damage, and ethers right now are just sad....
50 MP regain for a regular, a +3 will give you 80.
If SE boosts these effects I won't have a problem with it, but currently that's a bit silly. You'd have to drink 3 ethers for enough mp to cast a cure these days.
MND is one of the few stats that actually does have a significant effect. Of course everything will be overhauled in 1.19, but until then that is something you can do.
More importantly, there are a ton of MP recovery skills that got almost no use before the patch. Sorry but you're going to have to learn to use them.
I do use them, you've missed 95% of the points made by me in this thread. Namely that I haven't found MP an issue yet for me, and that I'm more annoyed with the fact that this patch has abolished versatility with mages turning Conjurer into a white mage before the job system was even introduced.
@ Nak: ): A few of us did. I don't think it was an issue until that one big "AOE TOGGLE NEEDS TO GO" thread popped up. And then the flood gates opened and the unhappy masses too lazy to use their mouses agreed, and thus instead of having Jobs appear, unlocking WHM would offer these skills, and have them more effective at higher MP costs, we have them now, with over all mp increases, and Thau's role as a potential healer completely destroyed.
I can't concentrate on the thread with your sig Oscillate, i'm sorry lol. (ok, don't mind me back on track people! gogo)
Oscillate_Wildly: do you think the mp should be back to pre 1.18? I'd think a main job CON would be happy to finally have a place in a party since pre 1.18 it was: THM>all>CON
And you even said MP has never been an issue yet, and now it is... isn't this proving the point that this change was needed? You should be focused on MP usage as a mage this seems like common sense? and Yes DD's are already bound by TP generation rates. Imaging a DD that can spam WS's w/o stopping this seems like a nice ZERO strat game that I would never touch.
No I don't think MP should go back to pre-18 but it should go down at least a little. Like I said I'm more upset with the fact that both mage classes pre-patch were decent healers. If you had 2 in a party, either could heal. It's true that thau was generally better at it, but after this patch that is no longer the case. For a game that came out initially with the basis that party roles are a thing of a past, and we should play the way we want to, making it impossible for a thau to now main heal a party is...a little cruel. Particularly to those who leveled thau with main healing in mind.
It's true they needed to be nerfed to a degree as did archers, but SE didn't just nerf skills, they killed a play-style for many players. I don't like that conjurer has become the only class able to main heal effectively in a party situation. In my opinion that was a poor move, there were other ways of preparing both Conjurer and Thaumaturge for their Jobs in future patches.
For one, Jobs are an additional playstyle, described to be used in party-like environments and offer a new way to play that specific armoury-set. But we haven't gotten there and already it seems like Conjurer's roll as both a class and a job is designated, unless it unlocks blackmage instead.
Even still, if that truly is the case, that still means that Conjurer is still the only CLASS able to main heal a party with AoE heals.
Curaga and Curaga II should never have happened, there was nothing wrong with the AoE toggle, and this line of thinking really needs its own thread. It's about more than nerfed skills and mp, this patch annihilated beautifully a thau's ability to be more than a DOT machine. :/
As they both still share aspects of the WHM job, I thought it was silly that their role has been reduced this much.
In FFXVII, this patch will show up in the Loyalty Mode thread.
After the Squeenix-Tecmoei-namco-Bandai-Capnami merge.
i like mage now, i have to take care with my MP, people need Mages to party coz now they cant autoheal, etc
if you dont like it is coz u are these guys that at begin of playing GTA before doing first mission, u already pasted codes for invencible, infinite ammo, infinite all, instant kills, etc :D
Easy mode: off
i personally LOL hard at this patch, which was expected by everyone as a gaming-improving patch and resulter as a 10% new stuff - 90% massive nerfs.
LOL /goodbye FFXIV
yeah, I'm sorry for you loss. Perhaps there is another class that is closer to your preference in play-style. I really do feel for you but you should know that if these kinds of adjustments don't happen Final Fantasy XIV will probably fail. Extreme differences in the dynamics of playstyle is what Final Fantasy is all about. With regard to this, the popularity of the Final Fantasy Online games is solely dependent on expectations. OF course the developers are always trying to bring new players into their camp, but clones of every other mmorpg on the market are not exactly in high demand which further enforces the necessity of tactile alterations.
Magic isn't easy, really impossible.
AT least your house didn't burn down...