Just as the topic. This is what I feel we have become, a thunder mage. In terms of dealing damage it seems this is the only spell worth using in big fights. Specially, during the moogle fight and Ifrit. I only hope our spell pool gets better.
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Just as the topic. This is what I feel we have become, a thunder mage. In terms of dealing damage it seems this is the only spell worth using in big fights. Specially, during the moogle fight and Ifrit. I only hope our spell pool gets better.
yea they give one mage the ability to heal and DD, and the other to just DD. the only prob is each class only has the spells that half the mobs are weak to which mean 50%of the time thm will be useless. Unfortunately jobs dont seem like it will be the fix for thm, better mp management, aoe sleep and some more of the same elemental spells. All mages will need to lvl both so they can select the right spell list for the job.
with water out of the elements i wonder if they plan to change the way everything works.
"Learn2play"
A THM is more than a Thunder mage. Most of our spells have additional, useful effects (bind, gravity, stun, etc.). The job is incredibly fun to play post-1.20. Quitcherbitchin.
they need to fix the combo stuff, what the hell while the melee classes dont loose any tp to complete the combo thm drains all the mp in 2 combos well im lvl36 thm, Maybe at 50 u drain ur mp in one combo thats BS.
Thunder is optimal for current content and thus will be the most common element used by most people, but Fire is useful for the exp process (something that most people forget still exists since they capped their classes months ago or whatever) as well as farming and Blizzard still has uses for crowd control (though Blizzard and Blizzara need some refinement).
Apparently, you haven't fought ifrit, or moogle, to make such statement. We all know there are other spells, but my purpose for this topic was to point out that we literally only have thunder as the main spell to deal big damage. I wish I could use a different array of spells that can deal as good or better damage as thunder, that's all.
Although I've found the easiest way to do Ifrit as a thaum is Thunder+Thundara, Moogle is a completely different story. The bind and gravity effects on Blizzard and Blizzara are extremely valuable when it comes to controlling the fight (last phase especially) and keeping your teammates out of harm's way.
Also, as far as I can see from end-game content, elemental weaknesses and strengths do not apply to Primals and such. So as far as I'm concerned, having the Thunder spells be the generic "big damage" nukes is fine, especially since there are a very limited number of skills compared to pre-patch.
Its ok half the people who play this game couldnt pronounce thaumaturge and said thunder mage anyway. Maybe they moved the class more towards people awful and annoying pronunciation.
Lightning = Massive single target damage
Fire = AoE damage
Ice = CC
Over
Lightning = Elemental damage with lightning graphic
Fire = Elemental damage with fire graphic
Ice = Elemental damage with an ice graphic
Yes, lighting is our primary damage for the current TWO primals and probably will be for most boss fights. Melee classes only have one or two combos that do most of thier damage, so what? I use ice spells all the time on moogle fight and if you don't you might reconsider playing THM as a main. In DH, I use fire and ice all the time on all the non-boss monsters. I happen to like that the elemental spells are more than the same spell six times with different graphics, adds flavor to the nukes.
There's this game called WoW where you CC people with ice magic and fire you know kills them and stuff. Don't quote me on it but i think this magic is better.
Ice and Fire spells will further differentiate themselves with BLM as well.
BLM Mag. 3 Self AoEDeals fire damage to all enemies within range. Chance to inflict DoT effect.
BLM Mag. 4 Deals ice damage to target and reduces enmity.
that enmity reduction sounds like it's gonna do wonders to increasing DPS :D
The idea of having different kinds of magic with different effects is nice, but lets not forget different mobs have different weaknesses and our spells should function properly when we cast a spell that is strong to a specific enemy.
They left us with only Thunder as a main damaging spell, but what if youre fighting a mob that is weak to fire and surrounded by other mobs, but damn you can fast fire coz its an aoe spell.
or trying to fight a mob that is weak to ice but cant cast blizzard because all it does is very minor damage and stuns the enemy.
Its a nice idea to have spells with different effects but they should have each spell strong on it own to fight enemies with different elemental weaknesses and they should leave the option to select AOE or Single target as before, its not fun to use one spell the entire time for exping or farming or doing anything that doesnt need any strategy or CC
This is my first class in the game, I love it and all but I'm kinda dissapointed of that Thunder is the only strong spell I have. Blizzard barely does nothing and Fire is sometimes doing what I want it too..
Have Thaumaturges always been like this?
THM is nice now but personaly i loved Paralyze, Slow and Silence abilities and we could choose either way DoT effects or Nuking...choose between PIE or INT based on the mage but it just fine now. Most of people are happy cuz they can kill Ifrit in a couple minutes or farm better with THM\BLM but THM\BLM is basicly Dark Seal, Excruciate, Thunder, Thundara, Parsimony, Thundaga for them. Ofcourse some more experienced mages can take more advantage from THM\BLM abilities and manage the battle better.
Lots of things can be done as THM and the beauty of THM is manage te battle, not just spam abilities (Thunder combo).
To be honest, I feel a bit sad how they changed THM to be a wannabe BLM.
THM was a really fun job to play before the update... I was meleeing loads as well as casting spells... throwing a cure here and sacrifice there.
THM reminded me of RDM in 11... RDM when you weren't forced into being a refresh and haste bot.
Now, THM has 3 spells (well 3 elements to be correct) which have a chance to inflict something else (It feels like everything in this game is up to luck, not skill). No WS, only few abilities which don't even do much.
I loved THM before, now I have started to like CON over my THM since CON at least has some variety and useful abilities.
I tend to agree with you Mamba. I think had they had a 3rd mage type thinga would have went differently and they perhaps, would of made THM a RDM. But with only 2 choices and WHM and BLM be more main stream staples of the FF seires, as well as public demand for those 2 jobs, they went the only way they could with what they had I guess.