Uh, TP is difficult to get? You can smack a monster for TP; I can only smack a monster for MP with a moogle weapon.... they get 400+ tp per hit, I get +20~mp per 1/10 hit. It isn't balanced. Make DoW use hp for their weapon skills instead ^-^
Uh, TP is difficult to get? You can smack a monster for TP; I can only smack a monster for MP with a moogle weapon.... they get 400+ tp per hit, I get +20~mp per 1/10 hit. It isn't balanced. Make DoW use hp for their weapon skills instead ^-^
Originally Posted by GreatLeviathan
Prolly live in their mommy's basement playing the game 23/7.
ITT:
Bad THMs complaining about high MP costs.
Like previously stated, MP management is an integral part of playing any mage class. Burst damage for THM is ridiculous and can be utilized effectively. Here is a quick excerpt from Kaeko's blog:
There are two types of players on both sides of the fence:Overall, very impressed. An unresisted combo at ~350 INT is 900 damage and you can use it roughly every 15-20 seconds. Keep in mind that Thunder is short casting time and Thundara is instant cast with a very short recast timer on combo. A THM can do about 6-7 of the Thunder -> Thundara combos if you completely neglect all MP abilities and MP refresh, which is 5400-6300 damage. Ifrit only has about 32,000 (though has massive regen). I was constantly forced to stop due to hate issues. I ended up just chilling out spamming light cure and stoneskin until near or at nails. Then I would blow all my MP there for burst damage at the end.
DoW:
Manage cooldowns and combos to be more efficient vs Spam everything regardless of situation
DoM:
Manage MP and cooldowns to be more efficient vs Spam until out of MP
So like previously stated, you can't have your cake and eat it too. What you are asking for is faster MP regen so you can use your nukes more actively? If so the devs would need to adjust the damage potential downward, and we know everyone loves big numbers.
As for the MP costs, they are justified. THM is not meant to be nuking constantly. The idea is when needed, you can burst down an enemy, but for extended fights it's much more about timing. I've top parsed versus every DoW DD in NM fights since the patch, including Archers, by managing my MP, allowing myself ample time to recover MP between nukes, and working around Parsimony.
Anyone can just stand there and spam nukes on cooldown until their MP drains, then wait until it refills, and rinse/repeat. The skill comes in effective timing and efficient use.
In case you guys didn't notice, the new class action designs promote skillful play to maximize efficiency - not spam.
I for one agree with THM staying the way it is now. I look forward to BLM with Convert.Well said Noctis.If they reduce MP costs, or allow us more means to regain MP back they will reduce the damage the nukes do to balance it out. Essentially we will be hitting more buttons to do the same DPS. Spamming.
When I wanna manage cooldowns and spam skills I go on ARC. THM has it's own flavor.
Now, I'm saying the above assuming you all understand that you cannot reduce MP costs, even as part of combos, and expect the same damage output as now. You all understand that, right?
On a high level there are those that do not like to be "sitting around" waiting for MP, preferring to always be casting something constantly; and those that are happy with the way THM is going.
If we go back to a negated MP Cost in Magic Combos and less-to-little time waiting for MP, it'll be as Noctis said above:
* THM / BLM Spells will be nerfed for damage to allow for constant spell spamming.
That's the same idea as when players were frustrated and angry when SE removed AOE Siphon MP, which allowed THM to get Full MP Bar back on many fights (especially stuff like Dodore), and spam AOE Sacrifice III non-stop with almost no penalties.
There's a real *flavor* / personality to THM right now. It does *massive* Burst Damage, but there has to be a cost involved. It's impressive when I see my THM friends in action after this patch.![]()
Now the actual "sitting" / "waiting for MP" portion, there are ways to partially mitigate it, and there will be slight downtime, but consider:
1. BRD is coming next patch with MP Regen Songs for the entire party.
2. BLM (THM) will get Convert to switch HP bar --> to MP, helping with MP as well.
It's something that Yoshida-san and the battle team are going after: Distinct characteristics.
If every single Class and Job is about spamming Buttons non-stop every battle (Shooting Arrows non-stop, doing Combos non-stop, Casting Spells non-stop), then that leads to a very homogenous battle experience. It's back to everyone hitting "1, 1, 1, 1, 2, 3, 1, 1, 1,..." non-stop and spamming spells with abandon.
I agree that waiting for MP isn't fun, but it adds some characteristics, especially if it's the cost to drop the biggest Burst Damage to the most Mobs in the game, I think it's a good trade off.
After the debut of 1.21's Job changes (MP Regen, Convert), and people getting more time to get used to ways to manage MP / and THM changes, things should be better for mages overall.
I'd rather have the ability to have Massive Burst Damage with Magic Spells, than go back to the horrid, boring days of early FF XIV, remember when most of our spells hit for mediocre to completely laughable damage? (You could do more damage, faster with Spirit / Phantom Dart on Uraeus than casting your Elemental Tier II spells or Ancient Magic, LOL.)
Last edited by Kiara; 12-21-2011 at 10:14 AM.
Like i said i know how to manage my mp but i will say it again when you have to move managing mp for long fights are retarded. When doing the moogle fight as THM in the second phase the class is useless cause you have to keep running from stuff.If they reduce MP costs, or allow us more means to regain MP back they will reduce the damage the nukes do to balance it out. Essentially we will be hitting more buttons to do the same DPS. Spamming.
When I wanna manage cooldowns and spam skills I go on ARC. THM has it's own flavor.
Now, I'm saying the above assuming you all understand that you cannot reduce MP costs, even as part of combos, and expect the same damage output as now. You all understand that, right?
Yet THM tears Ifrit a new asshole.
Classes play differently. They have their ups and downs. Certain classes perform better in certain content. What else is new?
Thank you for not giving in to whiny players!!!Greetings everyone,
Yes, you're right in that the amount of MP that are required to pull off combos is quite high, but this is due to the fact the effects of these combos (and spells) are incredibly potent. As such, it was decided that they would require a large amount of MP to take full advantage of their added potential.
In regards to the comments that Disciples of War utilize their TP for actions and get waived costs for subsequent combos, this has to do with the fact that magic spells are able to used without first needing to generate TP. This is why this distinction was created.
Since the patch I think players are starting to find additional tricks to mitigate the cost of these spells and I think as time goes on even more avenues will be discovered as players adjust to the change. That said, we will continue to monitor your feedback as we always do and pass it along to the dev. team.
Like x 100!!!
Funny how we have so many people saying THMs are fine, yet you don't see them brought along in boss fights over pretty much any other damage dealer.
I dont know what you are talking about because people are already THM burning ifrits and THM is pretty much needed for a smooth phase 1 moogle because they can take down the GLA and MRD moogles with ease.
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