Yes, from a solo aspect, I am enjoying it. Radiance is 1000 TP, but get a couple of spirit darts in there, and it's pretty easy to get. Use it to get a little more mp, and walla.



Yes, from a solo aspect, I am enjoying it. Radiance is 1000 TP, but get a couple of spirit darts in there, and it's pretty easy to get. Use it to get a little more mp, and walla.

I like how you make it sound like the MP problem is gonna be a permanent thing. As they've said before, this patch would be raw and alittle unbalanced. Balancing issues will be for later update. maybe 1.18b?
Also i'd like to add this comment right from patch notes.
Variations to auto attack motions, as well as the ability to cast spells while in passive mode will be implemented in a later patch.
Casting spells in passive mode means regening WHILE casting.
But yes ATM there needs a balance fix. Stop being pushy and acting like this games destroyed. Your argument sucks.
Why didn't they just hold the MP changes till the ability to cast in passive was added? Or make them less extreme? That doesn't even make sense.

They have good intensions, and plans. But not the most experienced group of people either... Most MMO's would of held a change like that back.
I can deal with it though. I haven't ben playing my conj for the past few months becuase was tired of it being a big newbie spamfest. I can wait alittle longer for balances...
yeah, well, that's a pretty massive thing to not think through.


Well I can see where the Development Team is coming from. They had this content that they wanted to release (i.e. instanced dungeons), but it required that spam-curing be nerfed or it (and any future content) wasn't going to be as challenging as they wanted it. So they had to go ahead with the cure-nerfing ahead of time.
I guess they could have held it back, but that would have meant holding back any new party battle content as well.


So far I think that THM are pretty fine right now, but solo-ing as a CON is ridiculously hard since a mage is required to have Slow on the enemy or else they get absolutely eaten by auto-attacks....
Peach Parfait/Khulan Angura on Gilgamesh
If making mages suck was the only way they could think of to make content challenging, then they should have asked the playerbase for more ideas before going ahead.
Let's be honest here - if they had made cures cost this much when cross-classed - I wouldn't have a problem with that.
If they had, instead of making cures drain a whole mana pool (making it un-strategic for mages to do anything but heal most of the time) put a cool down on each cure spell that forced more strategic cures, without making it so they can't afford to use almost any other spell - that would be cool, AND achieve the same goal of reducing cure spam.
Cure: 20 second cool down
Cure II: 30 second cool down
Cure III: 40 second cool down
Curaga: 50 second cool down
Curaga II: 60 second cool down
There! In five minutes I came up with a system that makes healing more strategic without forcing mages to stand around waiting for mp all the time. Wow.
I am not saying it is the be all and end all, but really, the only thing the developers could think of to make dungeons hard was to make mages suck? That's pretty weak.


This is an honest question, since I've never ranked Conjurer (their tree-hugging, bead-sucking, hippie ways don't sit well with my neo-social-conservative sensibilities).
Doesn't Protect, Shell, & Stoneskin help mitigate the normal attack damage from the enemy?


Protect/Shell reduces damage by like 30-50 and Stoneskin breaks after 2 auto-attacks or 1 skill. They help but CON still gets ripped apart >.>
Peach Parfait/Khulan Angura on Gilgamesh
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