

I miss the old Thaumaturge (was hoping arcanist would have been like that but sadly not). And their story was much better too. Old conjurer was nice too, being healer and caster at once. this would have been nice to decide between WHM or BLM.
Hopefully we get a similar job in the future though the only one fitting would be Mystic from FFTactics ( http://finalfantasy.wikia.com/wiki/Mystic_%28Tactics%29 or the unique Beowulf version http://finalfantasy.wikia.com/wiki/T..._%28Tactics%29 ) and I don't see how this would work with the Tank/Healer/DPS thing we have atm, since it's more a debuff-support class.
Those are red mage spells!
Time mage will already be here now because they will bend space and time to be here once they are released to being here now. So really, you guys just haven't leveled your Time Mage yet. I know mine is already will be am level 50 and I love it.
As someone who's been absent during 1.0, I'm really curious. So, was the thaumaturge essentially a mage that juggled light and darkness?
Levelling a THM in ARR feels bizarre and out of place, because the guild treats thaumaturgy not as elemental magic, but rather a source of terrifyingly taboo magic. Evil spellcasters also always THMs, casting shadowy spells at you and summoning intimidating voidsent creatures. And yet the player is the odd one out, flinging fireballs and icicles. It seems like the change from Dark/Light to Ice/Fire is entirely visual and they could have kept 2.0's THM with the morbid Dark/Light aesthetics retained.
Did the devs ever explain why they changed that particular aspect? Was 1.0's THM too dark and morbid for the intended setting?
Actually, you'll see a powerful summoner do that as well. All of the casters are dabbling in powerful magics -- even White Magic is a forbidden art because its abuse drained the land. Some voidsent like the ahriman use earth spells (conjury) almost exclusively.
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