And healing isn't one of them? White mages don't usually attack mobs, they just buff and heal and occassionally attack.
Apparently i failed to get my point across. The 'mage' classes in this game thus far, are not difficult, they are boring. My point was to offer some tips to make the healing portion of the game, more dynamic and interactive, like tanking and damaging have. I find this jack-of-all-trades on every job very silly, and what I am asking for are more direct class roles, and more faucets to these roles. Going 85 or whatever into each stat allocation may work for your frankenstein play-style, but its that type of homogenizing I dislike in this game. In short, a larger arsenal of spells for healing and survivability that would require more of a challenge than 'Oh no, A got hit by Buffaro, *Cure III* ok he's good for 20 seconds, while I stand here and try aimlessly to get poison to stick, only to have it overidden by a more damage oriented caster.'
I didn't even play XI, but I know how detailed the class system was, and how the jobs were tailored to individual wants and a number of roles. If you wanted to debuff, claim, and assist, play a BRD, if you want to be able to evade tank, deal damage, play a NIN, if you want to be a jack-of-all-trades, play a RDM. Those roles are so patchwork and muddled in this game, that my desire to heal and assist doesn't exist. Tank's have to make sure their defense abilities are up, and manage their timers, they have to be alert and taunt when they need, they have to pay attention to when to run and when to brace for damage. DD's have to make sure they input the correct actions into a BR, they have to manage TP so that they can do maximum damage for the next round, they have to watch their placement, their hate, they have an incredible arsenal of attacks they can mix and match from, and if you want to heal....You can cast cure every so often, and then pretend you are a DD. Healing has been nearly snuffed out in this game as a role specific thing, and obviously you can see from the latest trend of FF games how job emphasis has been diminished and how fusing all the jobs in now the norm. I'm just hoping with the new job changes and traditional jobs returning(fingers crossed) that some of my issues are addressed, and please can we cease with the name-calling and bitter retorts? We're all hoping this will be a masterpiece one day, and it will only get there if SE takes in considerations both ends of the spectrum, and comes to a balanced solution.![]()
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with as weak as the mobs are there is no need for a dedicated healer. you should be buffing, debuffing, casting dot's, stacking in regimens, healing, assisting in incaps, and managing your mp. of course, if you only want to sit and throw a heal every now and then it's going to be boring, but that's because the game is already loleasy.
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Not everyone plays and fights just against leve mobs. Some of us like a challenge and find harder mobs to fight just for fun, not for a maximum sp run. Those are some of the situations he's talking about.with as weak as the mobs are there is no need for a dedicated healer. you should be buffing, debuffing, casting dot's, stacking in regimens, healing, assisting in incaps, and managing your mp. of course, if you only want to sit and throw a heal every now and then it's going to be boring, but that's because the game is already loleasy.
And there is no current mp management in this game. just.. no don't even say mp management anymore unless it pertains to an actual difficult NM
That's my problem, and thats what I do. I want to be more healing exclusive, but right now, there's no need for it, which is the whole paradox of it. And yes the game is too easy right now, and the content scheduled for May should add a harder bracket I hope.with as weak as the mobs are there is no need for a dedicated healer. you should be buffing, debuffing, casting dot's, stacking in regimens, healing, assisting in incaps, and managing your mp. of course, if you only want to sit and throw a heal every now and then it's going to be boring, but that's because the game is already loleasy.
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Just because they have more to do doesn't make them hard, complex, or fun. A roach tastes better than a spider, is that a huge improvement? No, it's not. Both DOW and DOM are boring and easy to play, but mages are a complete joke compared to any real mage in previous video games or MMOs.completely agree. once they get higher levels in any class they will learn there is more to any class besides what they think at r30. every class gets better at higher ranks. mage actually has more to do in a battle than a battle class does. well let me say if they are doing their job properly there is more to do. the game can only give you the tools to make itself enjoyable, but if you refuse to use the tools then they are worthless.
In FF11 I played SCH and RDM as my mages, I didn't play the other mages past subjob levels, I love hybrids and don't like specialized roles, but I understand they need to exist for a MMO to work. THM and conj also completely fail in every way imaginable at being a hybrid mage of any kind.
Last edited by Shiyo; 05-02-2011 at 09:04 AM.
You can do a lot as a THM, but to be fair if you have 8 people, and the mob isn't that hard, healing is all the mage will be doing regardless, and it does get boring.
edit: when I do use all my abilities its just an mp sink usually, I hate being the one who does all the damage and cures all the time, after a while that means I can just rip mobs off of a provoke. The hate system is a lil broken, if i spam i should get hate, but I shouldn't get hate simply from having to keep a party alive with sac IIs (well i should get hate, but a gla should be able to provoke it off me)
Last edited by zaviermhigo; 05-02-2011 at 09:02 AM.
Personally, I enjoy the fact that we get to determine our own roles in this game and not tunneled into a preset role. I'm sorry that you need SE to hold your hand and tell you how to play your role in this game, but right now it's just not that way. Hopefully, SE will come up with more classes and abilities that offer more support to roles that are not adequate at this time (such as healing only or nuking only mages), but at current you are a better asset to your team by taking on all the the things you can do as a mage that you find work best for your playstyle. Again, hopefully the armory system will eventually allow you to specialize more in the healing you so desperately want to do, and allow it to be more dynamic, but right now it's just not. (Not that I could say that strictly healing or nuking could be considered "dynamic" by any means anyway, lol.) Best wait it out and see what the new job system is going to bring for you. In the meantime if you don't enjoy being inventive, observant, and an asset to your team, then by all means take a break. =)Apparently i failed to get my point across. The 'mage' classes in this game thus far, are not difficult, they are boring. My point was to offer some tips to make the healing portion of the game, more dynamic and interactive, like tanking and damaging have. I find this jack-of-all-trades on every job very silly, and what I am asking for are more direct class roles, and more faucets to these roles. Going 85 or whatever into each stat allocation may work for your frankenstein play-style, but its that type of homogenizing I dislike in this game. In short, a larger arsenal of spells for healing and survivability that would require more of a challenge than 'Oh no, A got hit by Buffaro, *Cure III* ok he's good for 20 seconds, while I stand here and try aimlessly to get poison to stick, only to have it overidden by a more damage oriented caster.'
I didn't even play XI, but I know how detailed the class system was, and how the jobs were tailored to individual wants and a number of roles. If you wanted to debuff, claim, and assist, play a BRD, if you want to be able to evade tank, deal damage, play a NIN, if you want to be a jack-of-all-trades, play a RDM. Those roles are so patchwork and muddled in this game, that my desire to heal and assist doesn't exist. Tank's have to make sure their defense abilities are up, and manage their timers, they have to be alert and taunt when they need, they have to pay attention to when to run and when to brace for damage. DD's have to make sure they input the correct actions into a BR, they have to manage TP so that they can do maximum damage for the next round, they have to watch their placement, their hate, they have an incredible arsenal of attacks they can mix and match from, and if you want to heal....You can cast cure every so often, and then pretend you are a DD. Healing has been nearly snuffed out in this game as a role specific thing, and obviously you can see from the latest trend of FF games how job emphasis has been diminished and how fusing all the jobs in now the norm. I'm just hoping with the new job changes and traditional jobs returning(fingers crossed) that some of my issues are addressed, and please can we cease with the name-calling and bitter retorts? We're all hoping this will be a masterpiece one day, and it will only get there if SE takes in considerations both ends of the spectrum, and comes to a balanced solution.
Last edited by Eldaena; 05-02-2011 at 09:02 AM.
I typically dont' have this problem, but that could be because I have a really good tank, lol. The enmity is pretty broken though, so I could also see that happening often.You can do a lot as a THM, but to be fair if you have 8 people, and the mob isn't that hard, healing is all the mage will be doing regardless, and it does get boring.
edit: when I do use all my abilities its just an mp sink usually, I hate being the one who does all the damage and cures all the time, after a while that means I can just rib mobs off of a provoke. The hate system is a lil broken, if i spam i should get hate, but I shouldn't get hate simply from having to keep a party alive with sac IIs (well i should get hate, but a gla should be able to provoke it off me)
You're also correct with the difficulty of the mobs we've been fighting. They're too easy and the roles people want to take up aren't very defined in battle because of this.
It's not about holding our hands... Look at all the other successful MMO's that have preset classes... they sure are working towards their benefits unlike the red-mages everyone is now in this game.Personally, I enjoy the fact that we get to determine our own roles in this game and not tunneled into a preset role. I'm sorry that you need SE to hold your hand and tell you how to play your role in this game, but right now it's just not that way. Hopefully, SE will come up with more classes and abilities that offer more support to roles that are not adequate at this time (such as healing only or nuking only mages), but at current you are a better asset to your team by taking on all the the things you can do as a mage that you find work best for your playstyle. Again, hopefully the armory system will eventually allow you to specialize more in the healing you so desperately want to do, and allow it to be more dynamic, but right now it's just not. Best wait it out and see what the new job system is going to bring for you. In the meantime if you don't enjoy being inventive, observant, and an asset to your team, then by all means take a break. =)
Being inventive- yes we can all use spiritbind and bind but doesn't really bring anything to the table with how useless they are
Being observant- isn't that what healing and mp management is all about.... Some might like to watch others health than always attacking
Being and asset to your team- healing and buffing is being an asset...
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