It doesn't matter how overpowered one thinks it might be. If you're expected to be primary healer & responsible to cast all your elemental DoTs, you're exposing yourself by entering the mob's TP range.
What mob are you fighting that you have to be within AoE range to cast? It's not -that- short.
XI: Zeroblade, Titan Server
this is what is so lame about the mage jobs. They wanted something new and they were not creative at all, not a single bit.This is a post I made on one of the job threads that I wanted to point out:
I might be completely wrong but I think Conjurer will be Black Mage and Thaumaturge will be White Mage.
Let's look as to why or why not:
1. Con has the elemental spells, the elemental Ancient Magic and the elemental DoT's from Blm, Thm has... Scourge and Bio from Blm.
2. Thm has Dia, Banish, and Sacrifice from Whm but...
3. Con has Cure, Protect, Shell, Poisona, Paralyna, and Silena from Whm. (Maybe Erase or Esuna will be a Whm only Ability/Spell that they were talking about. Job ability quests)
4. Con's story and background is about nature and the elements. And what uses the elements? Blm!
5. Thm's background is about life and death/light and dark. The Whm quest could focus more on the life/light side of Thaumaturgy.
6. Thm's AoE is alot better for standing back and healing/buffing the whole party. Con's AoE is pretty small compared to it.(Of course the AoE could all change with the splitting of Cure into Cure/Curaga and the other spells)
7. Personally Sacrifice>Cure for healing and the Regen effect
Just my 2 cents and again I could be completely wrong lol
They reused ALL spells (ok like 5 are new or so) from ffxi and mixed them on 2 mage jobs almost randomly...
Leaving both without soul and direction.
I only wished they invented some new spells, effects, etc. etc. The spell system is sooo poor and boring, nothing new.
most casters in F2P games are more fun to play atm. And the ones in ffxi are as well more fun to play. I hope they really get creative anytime soon if they want ppl to play mages in the long run. Mages offer so much potential, its a mystery to me how one can fuck them up so badly....
Messed up indeed. I just love how mage types have to press up to three keys just to get a spell off. Or trust a macro system in potential lag soup during a large battle. I know it's a huge stretch, but I wish they just scrap the current DoM and bring back several classic FF jobs.
I posted this thread a few days ago in regards to possible changes to the DoM as they said that they would rebuild classes from the ground up where necessary and I think CON and THM are the ones that would get the biggest changes:
http://forum.square-enix.com/ffxiv/t...plete-redesign
And... could be too dificult to allow Conjurers/Thaumaturges to "select" what job they want to be?
For example, after a update -> 1.19 or 1.2 when u change to CON/THM, automatically u enter in instanced area where u can talk with a group of mages, this mages, make u start a quest and in the end of this quest, you can choose to join Black, Red or White mage Guilds, with the same level u had before. This quests must be able to solo at any level (only talk with NPC's, or to kill mobs 3-4 levels more than u.
I think is a good story implementation and we all be really happy, something like CON and THM guilds broke by disagreements between mages ^^
Last edited by Raistlin; 07-03-2011 at 02:40 AM.
Besides coming up with specialized roles for the mage classes I'd like to know how they actually or going to improve how they play. The DoW are going to have smoother gameplay with the addition of auto-attack but it's not really going to improve our gameplay.
As a mage when in solo combat you should attack from a range, be more strategic, use terrain to your advantage, and make use of snares and gravity. The is still the issue however that all mobs have ranged attacks and if you try to gravity kite the mob will leash, lose aggro and go regen. These are constraints that are frustrating to mages and ranged attackers in general and discourage you from attempting to fight powerful enemies.
Also I find the camera/lock on to be very awkward and inconvenient. It just feels very rigid and confining. In FFXI a mage can cast spells on enemies and allies without locking on and it allowed much more freedom. A mage should be attacking from the distance and have a view of the whole battlefield. This allows you to watch for approaching enemies and respond with crowd control.
But really this camera design just doesn't seem right for a game that was designed for group vs. group combat.
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