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  1. #1
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50

    Waved or Reduced MP cost for Magic combo's

    Updated

    After playing 1.20 THM I love it, but the MP cost for combo's is a bit ridiculous if you ask me. I feel that if melee get free TP for combo's it should be the same for mages with mp, or at least reduce the mp cost down to -25% for first and -50% for the second spell in the combo.

    Right now the combo for Thunder 210MP> Thundara 378MP > Thundaga 714= 1133MP if this was at least reduced to 25% for the first spell and -50% for the second the spells the overall mp consumption would be equal to: 851MP. Also two step combos for the Thunder chain would end up 494MP.

    Then for an combo with Fire 294 > Fira 504 > Firaga 714 = 1512MP, reducing Fira to 25% and Firara to 50% of the cost would make this combo total: 1029MP. Also an two step combo for Fire would be 672MP.

    Please like this post or respond to this thread so we can get feedback.
    (149)
    Last edited by Firon; 12-17-2011 at 06:53 PM.

  2. #2
    Player
    AdvancedWind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Yep, agreed. Maybe not that much reduction, but at least some. 1/3 of our max MP for a single combo is a bit too much.
    (24)

  3. #3
    Player
    Ricepudding's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    55
    Character
    Rice Pudding
    World
    Balmung
    Main Class
    Conjurer Lv 50
    +1 to this. I've posted about it in other threads as well, but it just feels crappy blowing through your whole mp pool doing pretty good damage, and then standing around with no great way to regen the mp other than to stand around during a fight x_x even the MP cooldowns don't do too much for a thaum.
    (2)

  4. #4
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    I just played around with magic combos and love them, I like the reduced casting time, but there should be balance if MP reduction comes into play. Perhaps not as much as suggested, but 1/3 reduction sounds good to me.
    (1)
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  5. #5
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    MP regen = TP gain

    MP costs are high, but so if your damage output.

    Can't have your cake and eat it too.
    (10)

  6. #6
    Player
    Catapult's Avatar
    Join Date
    Mar 2011
    Location
    Lotus Gardens
    Posts
    3,240
    Character
    Thal Icebound
    World
    Ravana
    Main Class
    Dancer Lv 100
    Quote Originally Posted by ChiefCurrahee View Post
    MP regen = TP gain

    MP costs are high, but so if your damage output.

    Can't have your cake and eat it too.
    True, but I want to be doing something. If DoW has a TP shortfall, they can still keep going. That, and TP is gain much quicker than MP regenerates.

    It's feeling more like the "self-imploding" glass cannon of a mage rather than the "shatter if attacked" version.
    (8)

  7. #7
    Player
    Cale_Imrik's Avatar
    Join Date
    Oct 2011
    Posts
    56
    Character
    Virae Kiran
    World
    Hyperion
    Main Class
    Conjurer Lv 70
    THM going all-out does more Damage than a melee, but the problem is long fights. Even conserving MP, a THM will probably be down to under 500MP within 5mins. 90% is way too much of a reduction, as a melee main, I'd be fine with THM having 1st spell 100% MP, 2nd 75%, 3rd 50% in combos. Would give them the option of taking it easy and conserving MP, while keeping up with melee DD, or going all out and being useless for a while.
    (5)

  8. #8
    Player
    Lucifer's Avatar
    Join Date
    Mar 2011
    Posts
    413
    Character
    Lucifer Morningstar
    World
    Ultima
    Main Class
    Arcanist Lv 3
    SE might have designed this mp correlation with BRD in mind.
    They might introduce some MP regen gear that would give some choices for mages.
    They could invest in either higher damage or MP management.
    (7)
    All I see is hurr.

  9. #9
    Player
    Chinook's Avatar
    Join Date
    Mar 2011
    Posts
    450
    Character
    Chinook Sirocco
    World
    Balmung
    Main Class
    Carpenter Lv 50
    Also don't forget that Convert is coming as a BLM ability in 1.21.

    In the meanwhile, be creative with Sanguine Rite (and lolFeatherfoot) !
    (4)
    Last edited by Chinook; 12-16-2011 at 11:28 PM.

  10. #10
    Player
    Klive's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    533
    Character
    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    Longer fights, I use combos very little. Where combos are great burst, mana efficient they are not. I do not do my full thunder line combo unless I have Parsimony up for thundaga. Second the job are not out yet. The Black Mage is more geared for longer fights and group work.
    This ability, from black mage, BLM Abl. 1 Switches current HP and MP values
    will help with this long fight and make you white mage hate you at the same time.

    Edit: Effective Mana management is going to be the defining mark of a good THM player. At least, that is what I believe.
    (9)
    Last edited by Klive; 12-17-2011 at 12:05 AM. Reason: Evil Bunnies attacked my ethernet cable
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