If THM mana usage so bad, why do I see all THM runs for ifirt on my server? I'm not joking, they destroy ifrit with THM.
If THM mana usage so bad, why do I see all THM runs for ifirt on my server? I'm not joking, they destroy ifrit with THM.
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Translation: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.
FUNCTIONING ACCORDING TO DESIGN.
SUCK IT! Booyah!
*malboro vine slap*
Thms who complain that mana is bad are going on non mana burn runs expecting to consistently be able to combo the ifrit. I do not run out of mp on an ifrit run, you need to save some mp at least for stoneskin and cures at hellfire for yourself! and you need the 320 for sanguine rite as he jumps. You can combo on ifrit but thunder, thundara, parsimony, thundaga, then wait for either thundaga or parsimony recast. its nice for hate, and nice for mp, don't spam.
Oh please, this is a pathetic excuse for balance. First of all archers get full tp in like 3 seconds. THMs cast time is about 1-2sec T1, instant with thunder 2 and like 2.5/3 seconds with T3. That is not balance an archer will out dps a THM within the same alloted time frame.
Off topic, what did you guys do to lancer... It's one of the worst classes to take to moogle. You wonder why us players get irritated and enraged for your poor design decisions. Please use common sense before implementing abilities on classes. There is absolutely no balance in this patch! You need to understand that people will always take the best classes for all content. Why not balance content around classes instead of the other way around? Encounters should let us use all classes/jobs equally. I'm so sick and tired of playing the same class just because it's one of the only classes that can do combos correctly in new content.
Last edited by NoctisUmbra; 12-21-2011 at 10:03 PM.
You can kill the Gla in phase one w/o a thm.
Edit: Stop using ifrit as an example cause you can easily always get mp back during rushes.
Even cnj nearly drain out of mp in moogle fights w/ all their mp Regen skills don't tell me I'm not doing it right when i'm just standing still to regain mp during the moogle fight. I'll say it again only time i run out of mp when it come to constant movement and that's something that you do a lot in moogle fight.
Having more ways to get our mp back does not make us broken it will just make you die if you over nuke. Anyways you still have not shown or told me how you keep your full mp in the second phase of the moogle fight. Even in the first phase its bad cause some time into he 3rd moogle your thm is dry and not doing dmg.
Want you to do that GC faction leve w/ the lvl 49 mobs and tell me how many you can kill as thm then tell how many you kill as lnc or pgl or mrd. Next you gonna say cnj should not have all thier mp skills cause it lets them spam to many heals.
Last edited by Firon; 12-21-2011 at 09:52 PM.
I am sorry, I have a quick question :
is there any change in the magic animation from previous patch?
Like firaga, is it super cool when u cast it ? or is it just a zoomed up version from fira or fire?
Thanks =D
and it will be easier with THM, my team basically brings at least 1 THM everytime for moogle fight and i was just countering Isaveron's false claims.
and having more ways to get back MP doesn't help people that can't play their class in the first place, they will still not know on how to conserve their MP, they will still whines about MP cost regardless or they will whines that the new mp recovery moves are very long in cooldown and needs it to be shorten, bad players will stays bad.
Also, who says something about full mp everytime at phase 2? nobody here does, but u can safely regen for sure at phase 2, inbetween your aoe bind for mobs that chases you and assist from fellow archers mate that shadowbind, you should never ever have no chance to regen mp, unless you are one of the bad players and loves getting hit by Tailturner's Mognesia.
Last edited by Chardrizard; 12-21-2011 at 10:52 PM.
THM doesn't have 2 gears: full throttle and Mp regenning statue. Pace yourself. THM on full throttle out damages any class in this game by a large margin - clearly it wasn't meant to repeatedly spam and deplete it's resources. The reason THM hits so hard is because of it's limited resources, as opposed to the plentiful TP a DoW generates.You can kill the Gla in phase one w/o a thm.
Edit: Stop using ifrit as an example cause you can easily always get mp back during rushes.
Even cnj nearly drain out of mp in moogle fights w/ all their mp Regen skills don't tell me I'm not doing it right when i'm just standing still to regain mp during the moogle fight. I'll say it again only time i run out of mp when it come to constant movement and that's something that you do a lot in moogle fight.
Having more ways to get our mp back does not make us broken it will just make you die if you over nuke. Anyways you still have not shown or told me how you keep your full mp in the second phase of the moogle fight. Even in the first phase its bad cause some time into he 3rd moogle your thm is dry and not doing dmg.
Want you to do that GC faction leve w/ the lvl 49 mobs and tell me how many you can kill as thm then tell how many you kill as lnc or pgl or mrd. Next you gonna say cnj should not have all thier mp skills cause it lets them spam to many heals.
Not only that, there are 2 more very valuable utilities of a THM in the Moogle battle - things that can enhance the party's survival and crowd control of the Moogles: Sanguine Rite and Blizarra.
The AoE Bind of Blizzara can help tons in assisting ARCs who constantly get interrupted by moogles chasing them. By taking care of most of the binding, you indirectly increase party DPS by increasing ARC DPS.
Enhanced Sanguine Rite, when coupled with Sacred Prism, not only gives the whole party a way to recover MP, but a defensive buff that has them taking half damage for 15 seconds. This is a damage reduction more potent than Sentinel for any class other than GLA, and it stacks with Sentinel. Done before Memento, not only does the party take half damage, but they recover a lot of MP if you're hit by a strong Memento.
In Phase 2, it is very important to get the first couple or so of Moogles down. Once 2-3 Moogles are down, Phase 2 becomes much more manageable. Nothing burns down a single target faster than an unresisted THM. Especially that troublesome MRD in phase 2.
Pace yourself, mind your surroundings and manage your MP. A party only ever needs 1 THM, and this THM acts as an ultimate/secret weapon. You aren't supposed to see an ultimate weapon firing off constantly - but when they do they are devastating.
... except Ifrit. As it stands, with the Ifrit battle forcing plenty of down time with dashes, THM ends up being the DD of choice.
Last edited by NoctisUmbra; 12-22-2011 at 12:01 AM.
the trick to not running out of mp in the ifrit fight on THM is to start spamming combos later (like start in phase 2, and have LNC get him through phase 1 for the most part) then to use a macro such as this (with action queuing on) for your combos:
/ac "Thunder <t>
/wait 2
/ac "Parsimony" <me>
/wait 2
/ac "Thundara <t>
The cooldown on parsimony is long enough that if you use the combo whenever Thundara is ready, parsimony will be triggered every other time you use the combo. Remeber to fight with you weapon put away, and sit down at the tanks feet when Ifrit jumps.
Last edited by Molly_Millions; 12-22-2011 at 12:16 AM.
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