Holy. Moley. Kaboom kaboom da boom.
Edit: Let's rephrase that, super booms on everything your level and below, anything 5 levels or above is still laughable.
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Holy. Moley. Kaboom kaboom da boom.
Edit: Let's rephrase that, super booms on everything your level and below, anything 5 levels or above is still laughable.
is it one spell animation per nuke regardless of level? like every other MMO?
Wha? All I'm doing is comboing fire > fira > firaga etc. I can't seem to stop <_<;
lv1 magic weak looking animation ------- lv50 animation looks bigger and mostlikly sound different every level is what the said there gonna do.
I think it was said somewhere that it's going to have a different animation, but I don't remember if that was going to happen in 1.20 or 1.21.
i can confirm that no the animations do not change according to level.
thunder looks exactly the same as my low level character as it does on my level 42 character
this is ugly and boring.
Blizzara is not working for me anyone else confirm this?
My initial "boom" was just noticing the number jump. Animations are still pretty blah.
I am able to cast Blizzara but need to have a target.... so it's working as a weaponskill and not a spell, essentially <_<
i was really hoping the abolition of AOE toggle would also abolish having to press enter to confirm i really want that nuke.
its like, if i didnt want that nuke on that target then i wouldnt have selected that target and that nuke lol
Dark Seal + Thundara (Combo) = 1Shot
At least on Puk's at my level.
Even me as Conjurer can kill mobs 3 lvls higher in a matter of 20 seconds. They last like 3 maybe 4 spells.
The casting effects I have after I cast THM spells is going to trigger a migraine... please tell me there's a way to shut them off (on self, after you cast fire, etc, you get a giant flash around you)
We shall rally to get a toggle for this obnoxious combo thing. <_<
TO ARMS
Its called sub target and its amazing, I don't know why I see people complain about this... It's there so you can keep a main target and still have the ability to cast on other targets without dropping the main one... Example.... I have 10 mobs in front of me I want to focus on one with damage spells, and someone in my party takes a hit and needs a heal... i can utilize sub-target to cure the party member without having to drop the enemy target and toggle through all the enemies to get back to the one I was attacking. Or maybe I want to sleep a incoming mob etc ... without losing the one I'm casting damage spells or w/e on... anyway I couldn't disagree more with the idea of getting rid of it.
Maybe if you use mouse to target things I could see this being annoying but if your using keyboard onry or a controller... this feature is amazing in my opinion.
Excuse the haste in which I wrote this I'm due to be somewhere but wanted to respond quickly.
Although nukes are very strong now, I have a very tough time keeping up mana for any consecutive nuking. I'm trying to use all the MP-gaining skills I can find, but the mp costs of nuking just seem too high.
It would make a lot of sense to me if nukes get waived MP costs during combos, just like WS's get waiver TP costs, but that's not really the cast right now....so lame :(
i dont use a mouse to target.
i use F keys, the way a game should be played.
if you used Fkeys correctly you dont need a sub target.
having to press enter to cast the spell on your target is just as many button pushings as using Fkeys and not having to press enter on your target.
its also inline with every. other. MMO. on the market and therefor is very much more user friendly for players who have played other MMOs.
also consider this.
this game is a single target type of battle system. that lessons your need for sub targeting even more so than any other MMO would need.
also take this into consideration.
if there was no sub targeting, i would be able to repeatedly just press the corresponding spell number until the spell starts casting allowing me to more efficiently and more quickly cast spells in succession - with or without the "______ cannot be used right now"
id be able to spam the button until it does.
It's a bit lame they didn't waive the cost of MP like they do with TP, why would they omit something like that ?
THM can now put out decent damage but they run out of mana 60 seconds into a fight lol.
Starting to think SE went overboard again on the MP cost of spells...
546 Mp For Thundaga?
714 MP for Firaga?
Soloing Kobolds, yeah I kill them fast, but if I don't kill all the mobs in that one fight, I am so screwed.
That ability to half the cost of the spell to give MP back, is not helpful at all.
Kinda need my Siphon MP back to stack with that buff, maybe then it'll be awesome. And Exaltation.
I feel like they upped our MP pool and MP cost just to troll us when they announced auto-refresh.
So nice that magic is useful now :3
MP materia doesnt refresh MP though. when things get sticky in the course of battle, whether in group or not, you need an "oh shit button".
i feel we need more than one way to regain our MP back while were spamming our nukes and cures.
"well dont be spamming nukes and cures" i REFUSE to EVER just stand around in a battle just because im a mage.
I've been watching streams of other LS's trying out Moogle fight with different class comps, some even doing stuff like 4 thaum. I must say, the moogles got burst down VERY fast, and the nuke damage is very high even with the level differential. Even still, I don't think that damage is sustainable with the mana issues.
I've also tried nuking with Conj in Cleric Stance, but the overall spell damage is still weaker to that on thaum. On top of that, I still run into mana troubles when constantly nuking, even with Blissful Mind giving me mana every minute.
Truth be told, this may all be just because they're thinking long term and the Blm skills will fix nuking sustainability. But still somehow, I feel like waiving MP costs on combos wouldn't be too bad of a temporary measure.
auto refresh, man! it is not enough haha. is mp regen slower now? Oh well just gotta get used to it and learn to control mp again under new system. Why is blizzara like a <bt> while the rest of the spells are more like <st> O.o
this is my exact experience thus far as well
i LOVE the damage output, but i do not feel it matches the lack of MP regen options.
this is what really gets me
Necrogenesis (THM HP regen skill) is a fantastic ability which can be equipped by CNJ, yet.... Blissful Mind (CNJ MP regen skill) cannot be equipped by THM? a bit ridiculous i think.
if both mages MP regen skills could be cross classed, then i would not only see this as no where near OP but allow us to have a few more options.
first off, i by no means feel MP conservation has anything to do with fun strategy (what i think SE feels IS fun. i 100% disagree).
Melees have a reduction in TP generation but only have to use TP once out of three WS allowing them to spam damage much more than THM... therefor, i feel having to worry THAT much about MP consumption forces you to eventually stand around while melees can take advantage of getting free Weapon skills.
I already posted this to another thread as well but since this is about THM's I thought it would be good to bring this up here as well.
I played BLM RDM and all other mages in FF11 and before all the new stuff came out I remember going to battles as a mage always carrying s#itloads of ethers, yagudo drinks and ginger cookies with me to keep up with the MP consumption. So far culinarian and alchemy hasn't been very "needed" crafts so maybe this will be their chance to actually start providing something people will need constantly.
A mage without ginger cookies in 11 many times got a boot in exp party and I kinda liked that you had to take care that you were well prepared if you wanted to nuke etc.
I don't know what foods there are nor how well you gan get your MP back with ethers so I apologise if I am completely wrong with this.
Also... I am in UK so I haven't experienced the nuking etc. yet as the update ended in AM my time and I am work this whole day... Come on time, go faster!!!! lol