Last edited by Umo; 01-17-2012 at 09:35 AM. Reason: Adding ^^
English is not my mother language. I'm trying to do my best, so please don't be rude...
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Lol. Well... He asked about the ideal setup with all abilities. To make more sense, asking the ideal THM setup would bebetter ^^
I have basic 7 skills I use no matter what the situation is, then add other skills depending on what I'm doing.
~Raise
~Cure
~Sentinel
~Featherfoot
~Second Wind
~Aero
~Stone
For solo'ing I'll add:
~Protect
~Rampart
~Stoneskin
If I'm in a PT:
~Sacred Prism
~Chameleon
~Quelling Strike
I'll swap out Stone for Decoy if I'm doing Moogle to evade Moogle Eye Shot, but other than that these are the skills I use.
Notable Mentions:
~Shield Bash
~Outmaneuver
~Invigorate
I haven't use these 3 skills myself on THM, but they do make for some clever solo'ing techniques
Why are people posting the same thing???? It says ALL abilities/skills
I'd get whirlwind, or rage of halone.
I'm tired of getting tp and only using it for second wind lol
Does Quelling Strike even work on Spells? I never bothered to test.
http://bluegarterls.com
Why would OP ask for an ideal set up that included abilities that are exclusive? Is this a fantasy thread and we're just daydreaming of building THM as we see fit or are we being constructive and listing skills that can be set to THM to make something usable in game?
Why don't we all just set Howling Fist combo, Godsbane combo, Quick Nock combo (for the Grenade Arms we'll be throwing), every elemental combo, wear plate gear and go to town on Primals. That isn't silly....
Quelling Strike: Reduces enmity and increases TP generated by next attack. Does not affect auto-attacks.
I've seen that it grants an extra 300TP to attacks, that includes attack spells. As for the reduced enmity generated, I haven't tested that so I can't say for sure. If it does, it's very little from what I've noticed. But if only half of the skill is working then it's broken, otherwise I think it's safe to say that it does.
Why? You can't combo with them and you take a potency hit for using an out-of-class spell. What are they going to do for you that Thunder and Blizzard can't do better? Ifrit, being a fire elemental, should be very vulnerable to Wind, but I have yet to see a THM use Aero in an Ifrit fight.
Your Cross Class spells are perfectly suited for situational use. I actually tested utilizing Queling Strike and there was no discernible reduction in hate generation by my nukes.
Currently, my THM's CC abilities are:
Gladiator: Sentinel
Pugilist: Featherfoot & Second Wind
Marauder: nope...
Lancer: nope...
Archer: Decoy & Chameleon
Conjurer: Stone, Cure, Raise, Stoneskin, & Sacred Prism
For 99% of what is out there, this should suffice to fill your needs.
http://bluegarterls.com
Would say Aero for the DOT effect and Stone for the Magic Eva down...Why? You can't combo with them and you take a potency hit for using an out-of-class spell. What are they going to do for you that Thunder and Blizzard can't do better? Ifrit, being a fire elemental, should be very vulnerable to Wind, but I have yet to see a THM use Aero in an Ifrit fight.
Dreadnought ~ http://dn.guildwork.com/
"If you want something, don't ask for it. Go out and win it, do that and you will succeed!"
These two choices are more personal than anything. I just like having all the elements available on my THM. The bleed and magic evasion down from them is just a bonus. Also they're nice to have to test different mobs elemental affinity.Why? You can't combo with them and you take a potency hit for using an out-of-class spell. What are they going to do for you that Thunder and Blizzard can't do better? Ifrit, being a fire elemental, should be very vulnerable to Wind, but I have yet to see a THM use Aero in an Ifrit fight.
OP asked for personal set ups of skills no matter how strange it may be, not for advice. I wouldn't advise people to keep these on their action bar since CNJ can use these spells better than THM can, but like I said, it's a personal choice. And in situations where I need certain skills for specific things, i.e. Decoy for Moogle Eye Shot as I had mentioned, then they're the first to go.
Yeah, it's hard to tell how much the reduction is, if any. You can nuke without it and go from yellow to red, and try again with it and still go from yellow to red. Doesn't mean there's no reduction. The first attempt could have just taken you further into red without hitting blinking red. I'm not going to say the enmity reduction does or doesn't work, because without hard testing we can't really know for sure. So I'll leave room for final judgement. I'll still choose this over Invigorate though just because the TP gains from Invigorate is excessive for THM in my opinion and because there's still the off chance that the enmity reduction is there.
Last edited by Tsubaki187; 01-20-2012 at 06:44 PM.
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