Just wanted to add into this thread one of my experiences.
I've been doing the company leves at Halatali alot in order to rank up in the immortal flames. There is a leve there that appears quite often where you have to kill as many enemies as possible in 15 minutes. It gives you a minimum quota of 6 mobs, but you can keep going after that and get extra kills for bonus seals.
As a thaumaturge I have a hard time killing enough monsters to get the bonus seals because I have to stop and wait for MP after only a few kills. As an archer however, I can usually easily kill 15-20 mobs over the quota because I don't have to wait at all. 1k tp is enough to execute a string of WS that would normally take 3-5k TP to execute.
Compared to melee, a mages resources are extremely finite. I feel mage combos should have the mp cost completely waived in their combos as well in order to make it balanced with melee. The DPS won't be too overpowered because the mage will be forced to stop DPS because of enmity.
Please don't make mages fight for resources when melee has an infinite supply of it.
I have had exactly the same experience as a 50 LNC and THM. There's no comparing a LNC vs. a THM. I can go crazy and kill a ridiculous number of mobs in the GC leves vs. a THM. Is this really working as intended? I also am a 50 CNJ. If you compare the two mages classes currently in the game a CNJ can sustain their MP without a problem while THM will be forced to stand around doing nothing for min. at a time. THM should have similar abilities to CNJ to keep their mp up.
As a thaumaturge I have a hard time killing enough monsters to get the bonus seals because I have to stop and wait for MP after only a few kills. As an archer however, I can usually easily kill 15-20 mobs over the quota because I don't have to wait at all. 1k tp is enough to execute a string of WS that would normally take 3-5k TP to execute.
There are a couple quick fixes that they should look at enacting right away. One is make Blissful Mind Disciples of Magic only. The second would be to switch Necrogenesis to work similarly to Bloodbath but instead let you take a percentage of dmg in the form of mana. If they don't do something THM will be left on the sidelines for the next 3 months while we wait for the next patch.
I like THM a lot too. It's headed in the right direction for sure.
1) Parsimony allows you to cast 1 spell for no mp (practically).
2) BLM's first Ability will be Convert (might have a different name.) Swapping current HP w/ MP.
Which will be great for MP, depending on the recast. Either way, it'll make MP easier to control then how it already is.
Right but for 2-3 months we'll be with out convert...I like THM a lot too. It's headed in the right direction for sure.
1) Parsimony allows you to cast 1 spell for no mp (practically).
2) BLM's first Ability will be Convert (might have a different name.) Swapping current HP w/ MP.
Which will be great for MP, depending on the recast. Either way, it'll make MP easier to control then how it already is.
Funny, doing that same leve type in Treespeak I can kill about 15-18 mobs on my MRD, but 24-25 on THM, the goal is to group them up (if able) and use the Fire chain with Parsimony on Firaga. Makes a big difference.Just wanted to add into this thread one of my experiences.
I've been doing the company leves at Halatali alot in order to rank up in the immortal flames. There is a leve there that appears quite often where you have to kill as many enemies as possible in 15 minutes. It gives you a minimum quota of 6 mobs, but you can keep going after that and get extra kills for bonus seals.
As a thaumaturge I have a hard time killing enough monsters to get the bonus seals because I have to stop and wait for MP after only a few kills. As an archer however, I can usually easily kill 15-20 mobs over the quota because I don't have to wait at all. 1k tp is enough to execute a string of WS that would normally take 3-5k TP to execute.
Compared to melee, a mages resources are extremely finite. I feel mage combos should have the mp cost completely waived in their combos as well in order to make it balanced with melee. The DPS won't be too overpowered because the mage will be forced to stop DPS because of enmity.
Please don't make mages fight for resources when melee has an infinite supply of it.
Well I go THM for Ifrit now so it still has a purpose. I find THM has a use in long fights if you can stand still as much as possible. Any movement cuts down on MP regen. For instance, if you're in a spot you know cannot be hit by Plumes or Cyclone, you can sit there on your THM. Only moving for cracks, perhaps Vulcan if you're in range. Although, you shouldn't have to be in range since THM can cast the length of a football field now + Resonance.
I have a feeling BLM will solve many of THM's MP issues in party play; solo I've had a lot of fun with Sanguine Rite and Featherfoot and stuff with respect to keeping my MP up, which seems to be exactly what they meant to do when they differentiated roles between job and class; it's just that things are a little weird still at level cap because classes are available but not jobs yet.
7UP!
This really depends one what you end up killing. For example, when they put me against fire and lightening elemental it is going to be a long slow fight, since they resist my two main damage types. However, if something it weak, or even neutral, to fire or lightning I can drop enemies by my second spell.
Edit: The main issue with the mana regen of the THM is that it is passive. CNJ has two abilites that it can watch and use to get mana. The THM has two, but one require you to nuke something and hope you do enough damage to get a return. The other require you two take damage and require 300+ MP just to turn it on. So the THM sits and waits for mana to come back, and when you in passive mode and have no threat the regen is rather good. The problem is I'm standing there... doing nothing to get mana back. I'll still play THM b/c I love the nukes, but I admit standing still in a fight to get mana back is kind disconnecting for a fight.
Last edited by Klive; 12-18-2011 at 06:14 AM. Reason: extra data and not wanting to double post
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Good point. I did struggle with the elementals as well. My only point was to show that acting like THM is some how So far behind because of its massive MP cost and rediculous slow MP regen is more than over exaggerating.This really depends one what you end up killing. For example, when they put me against fire and lightening elemental it is going to be a long slow fight, since they resist my two main damage types. However, if something it weak, or even neutral, to fire or lightning I can drop enemies by my second spell.
Edit: The main issue with the mana regen of the THM is that it is passive. CNJ has two abilites that it can watch and use to get mana. The THM has two, but one require you to nuke something and hope you do enough damage to get a return. The other require you two take damage and require 300+ MP just to turn it on. So the THM sits and waits for mana to come back, and when you in passive mode and have no threat the regen is rather good. The problem is I'm standing there... doing nothing to get mana back. I'll still play THM b/c I love the nukes, but I admit standing still in a fight to get mana back is kind disconnecting for a fight.
While I do agree, Standing around to get MP back because of a lack of serious abilities like CNJ has does feel a bit awkward. But for me, that feeling is masked by the fact that the nukes are just so much damage. BLM abilities will help this I'm sure, and it's unfortunate that THm has found itself in a purgatory between updates.
That said though, I think people really need to man up and accept the fact that just because you arn't spamming damage constantly doesn't mean the class is low damage or that They are in "dire need" of an MP reduction.
Tonight when my LS does ifrit (i have some new Magic accuracy gear to help lower resists on him), a friend of mine will be parsing and if able I'll have him send all the info my way to post here.
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