We already now BRD will get a Refresh song:
THM already have Refresh in the form of a trait and there are no plans to give BLM a Refresh spell:BRD Mag. 1 - Self AoE - Gradually restores the MP of all party members within range.
I'm still trying to figure out what's quoted response about.BLM Mag. 1 - Deals lightning damage to target. - Combo: THM Magic 9, Bonus: Lower health yields greater damage.
BLM Mag. 2 - Target AoE - Puts all enemies within range of the target to sleep.
BLM Mag. 3 - Self AoE - Deals fire damage to all enemies within range. Chance to inflict DoT effect.
BLM Mag. 4 - Deals ice damage to target and reduces enmity.
English is not my mother language. I'm trying to do my best, so please don't be rude...
¡Únete a la Comunidad en español de FFXIV en MeWe!
https://mewe.com/join/ffxivesp
THM is a bit overpower atm. Maybe they could do spells cost less mp and do less dmg also. But having more ways to recover mp fast at this moment (later when other classes do more dmg it will be ok i guess) will kill other classes more.
I have to disagree with your definition of a boss battle. I personally enjoy boss battles that are quicker, brutal and have everyone running around like headless tarus in a panic because oh god everything is exploding we're going to die aaaaaaa~You said Thm is great for quick battles. My input is that if a boss fight only lasts a few minutes, it's not a boss in my opinion.
Boss fights should be intense long fights, like a half hour or more to be in. While it may be great for a full group of Thms to fight Ifrit for 8 minutes or a little longer is cool and all. It's not really fun for too long.
The problem of Mp in a fight...? I fully don't know yet. I haven't done the moogle fight as a Thm. If I can do that fight without resting too much then, and the fight is generally easy? Meh guess there isn't a boss fight yet.
It's not that difficult to manage hate and mp, as far as I know.
A boss fight is determine by it's difficulty and, on an emotional level, how much the player panics and feels like the foe before him is massive. Wether the fight takes 10 minutes or 60 matters little. Specially, I feel like if you design a boss battle to be a long drawn out fight it's actually worse since the boss won't be capable of throwing terribly massive spike damage and absurdly crippling statuses (that is, if the fight is designed to be winnable at any rate).
I have to disagree with your definition of a boss battle. I personally enjoy boss battles that are quicker, brutal and have everyone running around like headless tarus in a panic because oh god everything is exploding we're going to die aaaaaaa~
A boss fight is determine by it's difficulty and, on an emotional level, how much the player panics and feels like the foe before him is massive. Wether the fight takes 10 minutes or 60 matters little. Specially, I feel like if you design a boss battle to be a long drawn out fight it's actually worse since the boss won't be capable of throwing terribly massive spike damage and absurdly crippling statuses (that is, if the fight is designed to be winnable at any rate).
Kirin used to take a while about an hour or more till level cap rise. if you didn't have shadows up, and kiting you'd be dead in one or 2 hits. His Astral flow after 50% was a one shotter to some classes.
He is actually one of the best monsters in my opinion. A long interesting fight, you couldn't just stand there. Had to stay on your toes and makes sure you have a kill party for the small version sky gods. He was only a 15 minute Trigger pop, just need the key items to pop him.
10 minute boss fights or anything less? What content will last under that, unless the items is extremely worth it, which this game does not have at the moment.
THM: ranged, burst dmg
DD (excluding arc): DPS
the end
Zerg, good bye kirin in 1 min lol. Kirin was a long fight long long time ago. On 2008/2009 at least a kite fight long 30-40 min, of running xD.Kirin used to take a while about an hour or more till level cap rise. if you didn't have shadows up, and kiting you'd be dead in one or 2 hits. His Astral flow after 50% was a one shotter to some classes.
He is actually one of the best monsters in my opinion. A long interesting fight, you couldn't just stand there. Had to stay on your toes and makes sure you have a kill party for the small version sky gods. He was only a 15 minute Trigger pop, just need the key items to pop him.
10 minute boss fights or anything less? What content will last under that, unless the items is extremely worth it, which this game does not have at the moment.
I'm sure there must be something I'm missing...But surely reducing MP cost but reducing damage of spells would solve a lot of the problem, seeing as everyone seems to be complaining about doing immense damage but having to wait around for MP too much, doing that should help balance damage dealt and waiting time. o.o
during moogle when im con i usually never go down below 50%, thm, forget it,lolHello before I can no longer post I'd like to talk about fixing my favorite class thaumaturge. Currently MP is huge problem or rather the lack of MP management tools.
"our four keywords—fun, live, reboot, and rebuild"
Let me be the first to inform you that standing around waiting for mp to recover is NOT fun. While I understand that the ability Convert is incoming next patch I strongly believe that it alone will not suffice. As of right now I have 2356 HP and 3408 MP using convert would only grant me 2/3 of my mp pool at the cost of all my hp which is only about 2 extra combos before I'm back to siting around doing nothing. The following quote is disheartening as the it seems the devs don't seem get it.
While yes they have to build TP the time it takes to build tp IS NOT EQUAL to the time it takes to recover mp. It takes way longer to regain mp than it does to gain enough tp for a combo. Aside from that the TP building player never has to stop, be bored, and/or lose immersion like the MP building player does. I believe using just ONE of the following possible fixes in addition to convert would alleviate the issue.
Magic Combo: A game mechanic that allows for the second spell in a combo to be cast with a 10% MP reduction in cost and the third with a 20% MP reduction in cost. (would allow for better mp management by stacking magic accuracy as you wont start a combo if your spell is resisted.)
Sanguine Delight: Critical spell strikes grant a percentage of the damage caused as MP. Just combine Enhanced Parsimony's effect with Parsimony as it's class exclusive to make space for this trait. (this allows for better mp management through stacking magic crit rate, excruciate, and luck.)
Resonance: Increases range of next cast and reduces MP cost to 0 or half. (it's a niche spell that would see more use this way and would work as a cross class-able Chainspell replacement)
MP Materia: Existing high tier materia needs to be bumped up from around 30 to about 100.
I would really appreciate a dev response on this and also on an unrelated note I believe it should cost 8 totems for an Ifrit weapon and 12 nuts for a Moogle weapon. (seriously 20? what were they thinking....)
EDIT:
Exactly how I feel about the moogle fight. And playing conjurer is completely opposite!!!! it's awesome; going all out nuking during phase one, healing during phase 2, and then back to nuking during the end of phase 2. never out of mp, never bored through all that!
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.