This change isn't so bad, we THM now have one less thing to do we can just focus on our damage and selfishly heal ourselves even then we don't have to...
Hey! Conjurer why aren't you healing! Damn white mages.. Sucks for the CON that wanted to be damage they will all be expect to heal. They can't be casting damage spells since that wastes MP that could be healing me.
I'm all for this change, lol.... considering CON is my only R50 class at the moment... on the other hand, I can see myself committing suicide for only being allowed to be the main healer.
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yeah, sucks for CON because now we are stuck with healing...but our dmg spells sucked anyway...
Healer strike is ridiculously foolish and accomplishes nothing
Looks like your a lancer, and well lancer got 1nerf to twisting vice, and that wasnt a big deal. My compliant is the "MP consumption" Which effects both the thaum/con classes. So in essence this is going to affect the game as a whole. No QQing here, just being realistic about the direction of these changes. I guess when you die from your healer running out of mp maybe then you will fathom how incredibly difficult this is going to be on the mages. Hence the reason i said "x2con for raid runs would be a must do" Where as thm--> dot/dd *laughs histercally* I rather have a "lancer" that produces raw damage over a dot/dd overtime squsihy/nerfed mage. Thats the facts, and its the reality. Its ok, just wont be playing thaum until they realize they over nerfed one class to the point where they are basically not useful, until the introduction of the "job system".
Yeah, I loled hard at people saying "if you don't like healing you can nuke on CON" cause with 1 healing class in the game and everyone hating healing, I am sure that a party will let a CON nuke. lolnot.
And THM won't be invited at all since enfeebling always ends up being lol in the end (with bosses immune) and it won't be able to cure worth a damn. Woo.
These are awesome changes.. they are building a basis for a REAL battle system.. not that bullshit we had.. it was boring and lame.. Bring on the changes to point this more towards FFXI styled game.. Where their fanbase is going to come from. I'm LOVING THIS PATCH.. one step closer to success. Here's to more of this kind of stuff.
DOT based jobs were very popular in FFXI.. Debuffs will be useful.. stop being a childYeah, I loled hard at people saying "if you don't like healing you can nuke on CON" cause with 1 healing class in the game and everyone hating healing, I am sure that a party will let a CON nuke. lolnot.
And THM won't be invited at all since enfeebling always ends up being lol in the end (with bosses immune) and it won't be able to cure worth a damn. Woo.
Hi Sorel,So lets see if this is balanced, or helps make the two mage classes more distinctive.
Conjurer (as of 1.18): 67 Abilities/Spells Total
- 11 Curing/Raising Spells
- 8 Buffing Spells
- 2 Debuffing Abilities
- 12 Damage-Over-Time Spells
- 24 Direct Damage Abilities/Spells
- 2 Crowd Control Spells
Thaumaturge: 50 Abilities/Spells Total
- 4 Curing/Raising Spells
- 2 Buffing Spells
- 17 Debuffing Abilities/Spells
- 6 Damage-Over-Time Spells
- 11 Direct Damage Abilities/Spells
- 1 Crowd Control Spell
So if your keeping score, the better class to invite to your party for Curing, Buffing, Damage Over Time, Direct Damage, and Crowd Control is Conjurer. Thaumaturge only beats out Conjurer for debuffing.
Again, I picked Thaumaturge for debuffing, so I'm fine with this arrangement. But to say that this is balanced, or that this makes Conjurer a more distinctive class is not supported by the existing evidence.
The Development Team will definitely need to make MANY more adjustments in the future.
As Phenidate and others have pointed out, Thaumaturge even without Sacrifice was OP.
Dia II, Bio II, Poison II are game changers for the current big NM Fights. Thaumaturge is the first (and usually only) class that can solo the big NMs. Seeing a Thaumaturge solo Dodore and Great Buffalo NMs should say something about how ridiculously overpowered it was.
AOE Shadowsear does far more damage than any Tier II Conjurer spell on NMs. And now they're increasing Potency on Banish I / II, Scourge I / II, so that should add even more to the mix.
So while the quantity (#s) may seem like it favors Conjurer still, Thaumaturge is still quite strong even without AOE Sacrifice.
Add in all of the above *and* an AOE Sacrifice III with a massive Casting Cone, and there's no reason to play Conjurer in most situations. This change was definitely needed. They're not nerfing the potent (and awesome) Debuffs that Thaumaturge already has.
But, these are only *some* of the Class / Job System changes. We're getting more changes in 1.19, 1.20, and the final Job System rollout, so we only have part of the picture right now anyways. Let's see where this goes.![]()
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