

No sac 3 was there when ifrit was introduced to the game. They didn't give thm Thunder till 1.20. Which is when the moogle fight came out.why don't you go back and look at the conversation? i wasn't the one claiming i was spamming sac III. that was firon. what i said was that i off healed during ifrit and used dot's which is the truth. yes, sac III was gone when ifrit was introduced, but it didn't take much to keep up buffs and throw a regular cure to keep the lancers topped off either. when the dot damage is enough to keep the regen from adding health and keeping the lancers buffed and topped off that made a thm more useful in that fight as an off healer than the cnj was.
I think the melee classes are just fine now and don't have 1,000 abilities that no one uses like before.
However, the way they've handled offensive spells on Black Mage and White Mage is iffy to say the least, and it seems like it's been done just so every class has the exact same number of skills which should not be important at all. I'd just much prefer Black Mage had access to all the elements and elemental strengths and weaknesses were relevant, it's weird that they still kind of linger around even though Black Mage is basically forced into doing thunder for single targets and fire for multiple.




you realize that sac 3 was drastically changed in 1.18 with darkhold correct? ifrit came after darkhold.
sac 3 became a solo target heal and had its potency reduced drastically then. it was no longer an aoe that healed nearly as much as cure. the reason i say it was removed was because it became more useful to use a cure 2 than it was to use sacrifice 3 even on thm after that point. after 1.18 cure 2 did a cure of close to 600 for the mp cost of 75 as opposed to sac 3 being a cure the size of cure 1 with added regen for a mp cost of 120.
http://crystalknights.guildwork.com/


Still does not change the fact that THM was just a heal bot and nothing more. The best nuke thm had vs ifrit was shadowseer and that was on 5 min cool down.you realize that sac 3 was drastically changed in 1.18 with darkhold correct? ifrit came after darkhold.
sac 3 became a solo target heal and had its potency reduced drastically then. it was no longer an aoe that healed nearly as much as cure. the reason i say it was removed was because it became more useful to use a cure 2 than it was to use sacrifice 3 even on thm after that point. after 1.18 cure 2 did a cure of close to 600 for the mp cost of 75 as opposed to sac 3 being a cure the size of cure 1 with added regen for a mp cost of 120.




and the buffs to keep the dd's topped off, and the dot's that kept ifrit from gaining health when the dd's had to run from eruptions, and the heals to be the off healer. thm was useful in ifrit even before the self combo's and the thunder fest was put in. to say otherwise is quite foolish since it was shown over and over it was effective and useful as more than just a "heal bot"
http://crystalknights.guildwork.com/
The way they are handled for CON/THM is very retro FF in which the BLM main focus of spells was ice/thunder/fire while the whm had access to earth/wind/water. TO give one calss every element is just to OPed and gives them way to much utility compared to other classes so you have to take that into account.I think the melee classes are just fine now and don't have 1,000 abilities that no one uses like before.
However, the way they've handled offensive spells on Black Mage and White Mage is iffy to say the least, and it seems like it's been done just so every class has the exact same number of skills which should not be important at all. I'd just much prefer Black Mage had access to all the elements and elemental strengths and weaknesses were relevant, it's weird that they still kind of linger around even though Black Mage is basically forced into doing thunder for single targets and fire for multiple.
Basically if a THM were to have every element in every variable then of course against EVERY primal fight they would be useful cause they could easily switch around from one element to another based on the situation.
To balance this out you have to consider well, when a class has access to Ice/Thunder/Fire how do those elements have on their own. Ice composed of water, by itself perhaps it's harder to conjure it up as an AOE aside from using it as a circular AOE around yourself. The same goes with Thunder to create it as an AOE you need water to allow it to spread further, by itself Thunder can only hit one target. Then we have Fire, which by itself is a very easy to spread magic which is why it's line of spells are all AOE. To have single target Fire you would need something like wind to allow you to either expand it's radius or control it to a single target.
Basically think of it like this, just because we have a mage that focuses on ice/thunder/fire and one that focuses on wind/earth/water, what's to stop the developers from developing other classes that focus on a different variable of the above.
For example you could have a mage which focuses on ice/water/thunder with a heavy focus on bother AOE Ice and thunder based dmg.
You could have another class which focuses on fire/earth/water which mainly focus on creating lava fire/earth based spell and mud water/earth based spell and Mist Fire/water based spell line of magic.
Lava could be the DD spell while Mud and Mist act as enfeebles focusing mainly on hindering a foe rather then dmg itself.
Then another class which focuses on wind/fire/ice that focus on single based fire as well as AOE based ice dmg,
Giving mage classes themselves more abilities just because you want them to be able to single/aoe etc on the same class is just to OP to do in a game like this where you want each class to have an equal amount of abilities to keep things on an even playing field. If you wish to grant access to other forms of magic then wait for them to introduce classes which may offer different variables of the same element but with different effects and combos attached to them.

What game are you playing? Pretty sure it last 10x longer than that.... Had to double check the post date to make sure... I don't understand.... Are you high? Before when we had a bajilliom of actions similar to each job, haven't seen that lately. Maybe I am missing something.

i just want water & my debuffs back.
(paralyze/slow/poison/dia/bio/etc)
and yes, i know most WS's have those as added effects to their attacks,
but to me personally. it doesn't feel right without them.
Last edited by Pharacelcus; 05-28-2012 at 12:39 AM.
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