Quote Originally Posted by DeadRiser View Post
I did read it, because I said some. Why are you so butthurt? You know they had too many spells in this game to begin with. Half of the debuffs were worthless because battle doesn't work long enough and some don't even work on bosses.

The point of these exclusive abilities is so that we don't have -insert class here- exclusive parties. They want parties to need more than just 3 types of classes. And it seems like combat will be a lot harder. And just wait it out, they might add a couple more skills later. You don't know and neither do I. Quit being an ass because I made a simple observation.
I'm sorry but Slow + Paralyze were god sends, Purge was insanely useful for nuke PT's. Poison was nice way for range pull and good DOT. Shockspikes was wonderful for the stun effect, Spirit Song was insanely good for just about every encounter where you dont need to move (All nms outside of dungeons).

Dedicated raise spells were good to raise from the brink of a whipe, especially having control over your 30 minute resurrect which you can manage on chainspell.

Umbral/Astral is pretty much the only spell THM has atm and it far beats elementals on a lot of things, it is also highly unlikely to be resisted due to its unique nature but they now get stuck with 2 basic elementals.

And Shell, well that speaks for itself.

I guess you just really dont like to play your class very well, hell I'm a PLer and I take my class serious and play it to the fullest.