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  1. #81
    Player

    Join Date
    Mar 2011
    Posts
    29
    My Moogle parses are around 35-40k (I'm experimenting with gear and I haven't got all the materia I need yet), while Archers do around 50k+ each and CNJs about 10-15k (Stone ftw). By the end of Phase one, my damage is around 15k, which is usually tied with the archers at that point (Phase 2 the gap widens).

    The only time I run out of MP at moogle is when I get raped by MP drain. Otherwise I can keep 1000-2000+ MP easily during phase 2. During phase 1 I have full MP by the time Memento Moogle is used. Blizzara and Blizzard are useful for the enfeebling effects, not the damage.

    THMs are good because Moogles need to die quickly, and the second phase of the fight an instant Thundara for 800-900 damage to kill a moogle before it gets a cure is vital.

    THMs aren't likely to win parsers, but if all you look at is pure damage and not utility, then you're picking classes half blind.

    Quote Originally Posted by Buuul View Post
    I think a shorter cooldown on Parsimony would be ideal though, knock off 20-30 s.
    I would like it if it matched Dark Seal's cooldown, but it isn't really necessary. But I wouldn't complain if this was the case. And if SE alleviated the MP cost for magic combos, I wouldn't mind either.

    I'd actually like to main the strongest class in the game. Because that's what THM would be without high MP costs.
    (0)
    Last edited by Elcura; 12-20-2011 at 01:05 AM.

  2. #82
    Player

    Join Date
    Mar 2011
    Posts
    45
    Quote Originally Posted by Elcura View Post
    THMs aren't likely to win parsers, but if all you look at is pure damage and not utility, then you're picking classes half blind.
    Agreed - the ability to take down the BLM and WHM moogles before they start exploding/healing everybody is essential, even if the overall damage is lower than most. Burst damage is needed for parts of the fight.
    (0)

  3. #83
    Player
    Lucifer's Avatar
    Join Date
    Mar 2011
    Posts
    413
    Character
    Lucifer Morningstar
    World
    Ultima
    Main Class
    Arcanist Lv 3
    This is without the MP management utility as well.
    People should take these things in to consideration. You could go without Thundaga and conserve MP for longer fights; or you can use Thundaga to quickly dispatch mobs that would otherwise make the fight one-sided.

    Seems reasonable.
    (0)
    All I see is hurr.

  4. #84
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Firon View Post
    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.
    when i first saw my mp pool i was whoa, then i saw 780mp spells and was like whoa!!
    (1)

  5. #85
    Player
    Kaeko's Avatar
    Join Date
    Mar 2011
    Posts
    122
    Character
    Kaeko Leta
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Eagerly awaiting the state of this thread a week from now when 4+ THM is the cookie cutter build on Ifrit.
    (0)
    Dancing Mad (Excalibur Server)

  6. #86
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kaeko View Post
    Eagerly awaiting the state of this thread a week from now when 4+ THM is the cookie cutter build on Ifrit.
    We're already doing THM burns on Ifrit.
    (0)

  7. #87
    Player
    Klive's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    533
    Character
    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Molly_Millions View Post
    We're already doing THM burns on Ifrit.
    Honestly, I saw this coming...
    (0)
    Forum Lurker Extraordinaire.
    Like a good stalker, I'm always there.

  8. #88
    Player

    Join Date
    Oct 2011
    Posts
    117
    AoE Sanguine rite fixes it, but only works in burn parties. With Convert and refresh it will be absolutely fine.
    (0)
    Do you remember how it will feel, cold grinding grizzly bear jaws hot on your heels. - Jim Morrison

  9. #89
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    548
    Quote Originally Posted by Lakefingers View Post
    AoE Sanguine rite fixes it, but only works in burn parties. With Convert and refresh it will be absolutely fine.
    They should make sanguine rite like Stygian spikes when you are solo, and when you get a party, make it regen less mp per member.of you have a party of 8, regen less mp and regressively less members, more mp regen if hit.And no mP cost to activate, plus 3min skill. Not 13 sec
    (0)

  10. #90
    Player
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    283
    Yeah they really upped those mana costs, it does not help one bit to have combos.
    (0)

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