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  1. #41
    Player
    yukaru's Avatar
    Join Date
    Jul 2011
    Posts
    102
    Character
    Kairam Ithakis
    World
    Zalera
    Main Class
    Gladiator Lv 70
    ok so i'm not a high lvl con , and i mostly prty with my sis (a pug) and thats how i play, but i don't see anything wrong with the new changes. i like having a challenge, and i'm not really much to play a main healer. i was a blm in ffxi but i enjoy playing my con. maybe it suits how i play for now with only healing myself and my sis, and again i don't have the exp of party play so i can't comment on that part. before when we were fighting enemies, my mp never move except before they had the auto-regen. then i would run low and have to use my mp syphon tp spell. but with the mp regen added i never hardly saw the mp move. now i have to remain vigilant in watching my mp, and my curing, buff spells. given the chance i would be a nuker all the way, with a side of healing or backup healing.... but it sound like people are saying in groups that isn't an option right now..... .... all in all i like the new changes and can't wait for the next patch to see what comes....
    (0)

  2. #42
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    What im getting out of this thread is basically, everyone's fine with the MP changes as long as they're not the ONLY healer in the group. That's the way im reading it because just about everyone is in a team with other Conjurers or Thaumaturges who can backup heal.

    That is NOT the way this should go people. A healer should be capable. That means being able to shoulder the burden on their own. Not necessarily easily though. I played FFXI which had a lot longer fights and required superior MP management to even FFXIV. The trick to that was we could recover it somehow. We can't here, other than Siphon MP and Tranquility we're completely on our own. The MP regen is a slow trickle effect while out of combat which is fine, but the costs are so high that I find myself waiting on MP more often than im actually fighting!

    These costs only make sense if geared purely towards a well made party. For soloists and pick-up-groups, its downright insulting.
    (2)

  3. #43
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    1,302
    Radiance and damnation also recover MP. That being said Lemuria, why do you feel that a single healer should be able to carry an entire 8 man party all by its lonesome? because its what your used to? Because its the norm in other MMOs? Whats the point of everyone having the ability to move spells around, and have cures and sacrafices on every class if you feel its so wrong to use them? So what if its different from what your used to parties, fights, and healers in FFXI ? It becomes very stale after 9-10 months of the game being out, and so many still have difficulty comprending that this is not FFXI or FFXI-II.

    As far as it being "insulting" for soloinst, or pick up groups, how so ? you have MP natural regen, MP siphon, tranquility, radiance, damnation, stygian spikes........what game are you playing that allows you to make your ridiculously false claim that there is no manner to regain MP ?
    (2)

  4. #44
    Player
    Kinseykinz's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,274
    Character
    Isagael Rose
    World
    Sagittarius
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Lemuria View Post
    What im getting out of this thread is basically, everyone's fine with the MP changes as long as they're not the ONLY healer in the group. That's the way im reading it because just about everyone is in a team with other Conjurers or Thaumaturges who can backup heal.

    That is NOT the way this should go people. A healer should be capable. That means being able to shoulder the burden on their own. Not necessarily easily though. I played FFXI which had a lot longer fights and required superior MP management to even FFXIV. The trick to that was we could recover it somehow. We can't here, other than Siphon MP and Tranquility we're completely on our own. The MP regen is a slow trickle effect while out of combat which is fine, but the costs are so high that I find myself waiting on MP more often than im actually fighting!

    These costs only make sense if geared purely towards a well made party. For soloists and pick-up-groups, its downright insulting.
    1. Game is still under intense development: Wait until actual White Mage Job comes out and then see if things seem more balanced.

    2. 8 people =current maximum party size so GLA+PUG+ARC+LNC+CON+THM+MRD=7 You can double up on any job depending on needs and still have every class represented. If you chose to double up on the CON's, you'd be able to have them nuke AND heal (everyone seems to forget the majority of their spells aren't cures/buffs) but no one is forcing you to. You could also have an extra DD (or tank) and take down the mob faster or spread the hate between the two tanks meaning you'd need less heals in the first place. I also don't think it's unreasonable to think that a THM could throw out a back-up sacrifice in a pinch nor do I believe it unreasonable to have the DD's use one of their HP gaining moves if they need too.

    3. If you need mp, just like in ffxi communicate to your party that you are low on MP and disengage and rest. As to using items like (ffxi's juices for MP refresh), well they said they were gonna add descriptions to foods next patch. I wouldn't be surprised if some of foods effects changed from what they are currently.

    Oh and just a thought: Bard is one of the Jobs to be released too...maybe they will have a MP refresh ability.

    4. While soloing might be more challenging, I've done it on both my CON and THM post patch without issues. I also have yet to be in a pick-up party where MP was a huge issue, provided that other people were playing their classes with at least some competence.
    (1)
    Last edited by Kinseykinz; 07-29-2011 at 09:10 AM. Reason: added content

  5. #45
    Player
    Misteyes's Avatar
    Join Date
    Jul 2011
    Posts
    118
    Character
    Kerin Misteyes
    World
    Balmung
    Main Class
    Conjurer Lv 60
    I like the changes in principle. The numbers will still need tweaking.

    What they've done is they've given us the choice between recovering MP (passive mode) and healing (active mode). Unlike in FFXI or Everquest, we're still allowed to move while in recovery mode, but doing so reduces our regen. Switching modes takes time, so it rewards being clever about it. A skilled player will have more mana to play with and thus be able to cast more heals than an unskilled one. At the risk of being flamed for saying the "W" word: I played a priest in WoW for four years and then quit because my mana regeneration was taken out of my hands and made passive, I applaud this system. It's a better system than WoW had in any iteration.

    For four-man parties at my rank, the numbers seem to be working out alright, too. I don't have THM high enough to have Absorb MP (though I'm working on that), but I still am able to solo-heal for Toto-Rak just fine. I have to switch to passive mode when I don't expect to need to cast, and stand still to recover while everyone else is scurrying around looking for photocells.

    Reading this thread, it sounds like the numbers are tuned wrong for the high levels.

    Also, if they let us cast spells in passive mode like they said they will, I'll be sad, because it'll mean another bland passive mana regeneration game.
    (0)

  6. #46
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    They should have left the AoE on the cure spells too. AoE feature for all spells is really awesome and actually frees up space in the action bars. Who were the idiots who complained about it and had the devs remove AoE? I want it back too.
    (4)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  7. #47
    Player
    Kamyar's Avatar
    Join Date
    Aug 2011
    Posts
    8
    Character
    Kamyar Thebarbarian
    World
    Hyperion
    Main Class
    Warrior Lv 60
    For the most part the whole change to conjurer was terribly done. I myself didn't wanna play XIV after the patch took me a week to sign back for a number of reasons.

    1. the idea of solo classes really do not come in right now since if you are a mage, you have gonna have to evenly allocate your stats since spirit dart is every 10 seconds, so you will be relying on normal melee attack more due to the increase of mp on cure and needing to be able to cure, when a DD can just stack lots of STR/DEX/VIT. Really there is no Soloing on mages now, so you can not claim its a solo job

    2. The curve for spells is horrible when u think at low level starting u have about lets say 500 MP when you obtain cure I and it cost 45 MP and when u obtain cure III you will roughly have 1,100 MP and that spell will cost you 176 MP.

    3. making a challenge is not nerfing mages and making it is they have so little mp all the can do is save it for heals, I signed up to be a blm and DD with my spells

    4. I want my spirit darts back this 10 second down time is bogus, i wanna DD with the rest of everyone, and please do not say mages in FFXI did not have Sprit dart of this or that, we are not playing 11 and i was enjoying the system the way it was. If i wanted the play the way it was in 11 i would simple reactivate my account on 11
    (2)

  8. #48
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    In XI you could have one healer in a group and do just fine, if you had two healers it was awesome. (example is using basic leveling not end game) In a game where you are getting hit by multiple mobs more often than not, I can see why a multiple healer set up might be more needed. In XI you had six people to a party, add two more slots for this game, and add that it was originally based around 15. If you had one mage in a party and 1 tank and the rest are dds, that sounds like an awful game to me, give people a reason to not level a DD ever! god..my linkshell is filled with useless melees, while we only have 2 conj, 2 thm, and 1 gla tank, and 1 pug tank. We're a social so its not like we're trying to recruit people all the time, but so many people are just useless in my opinion. Especially how two of the dds aren't even that effective and its no ones fault except SE.

    Yes I'm a little ddcist, but typically they have the least to think about in a party and notice the least, and have the most ridiculous chat filters on so they can't read anything that's actually important, like when a mob is readying a tp move that killed them they could of ran away from, but instead they can tell you how much dmg they did as they died.
    (0)

  9. #49
    Player
    Elspeth's Avatar
    Join Date
    Jul 2011
    Posts
    35
    Character
    Velixtra Reinarch
    World
    Hyperion
    Main Class
    Gladiator Lv 70
    Conjurer is about MP managment but also has to take some responsibility for enmity too. The first thing conjurer haters need to realise is that this is not XI, XIV is a completely different game and works differently also.

    Firstly on the subject of MP managment. You have Siphon MP, Damnation, Radiance, Tranquility and Spiritbind. Using these abilities greatly helps your MP managment. Siphon MP frommobs as you kill them and youll get around 90-200 MP. I use Spirit Dart, Elemental Shround and, if there are no additional mobs around, Nature's Fury to build TP for Radiance and Damnation to get back MP. Tranquility restores 50% of your MP, I tend to use this just as I drop below 50%. Spiritbind halves your MP consumption, so if Cure II costs 75 MP it gets cut to either 37 or 38 MP. (I cant remember if it rounds up or down.) Now I know people are going to say you cant use it during raids but if you use it right afte moving from ghosts youll be unbound by the time its time to move again.

    Secondly While the tank (and DDs) have a certain responsibility for healing themselves you have a responsibility to help the enmity managment. As a Conjurer you have Soughspeak II, I dont have archer ranked up yet but you could set the Out of Sight trait and also Chameleon. These are all going to help you keep enmity low while keeping your party alive.

    As for actually keeping your party alive. I see people posting that Curaga and Curaga II are too MP heavy. I have Cure II and II set with Curaga and Curage II set also. I mainly focus on the tank using Cure II, I use Cure III if the tank is getting too low. Curaga I use only if a number of DDs are low on HP and usually only while Soughspeak II is up, Honestly Curaga II should be kept strictly for emergencies. The tank can Cure/Sacrifice him/her self if needed and theres no reason why the DDs cant use Second Wind or Cure/Sacrifice.

    I know not everyone who plays conjurer wants to be a healer but it is part of your job as a conjurer, I'm not saying you cant deal damage though, there are ways of dealing damage while keeping your party alive. For example you could use Flashfreeze or Levinbolt and even while I'm healing I can usually find enough MP and time to throw out a Blood Rite + Profundity Blazzard II.

    I hope this has helped anyone who may be having difficulty either Managing MP, enmity or just playing the Connjurer class.
    (5)

  10. #50
    Player
    Stormcastle's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    19
    Character
    Malachi Stormcastle
    World
    Gungnir
    Main Class
    Thaumaturge Lv 37
    Elspeth is absolutely correct. More people need to realize that Conj is not just the WHM or a variation of such. I have been made main healer in every party I have joined and what bothers me most is when my party members completely stop healing themselves. This forces me to focus completely on my healing spells and avoid my damage spells if the tank isn't holding hate. I can say, however, that I have never run out of mana. If you run out of mana while healing with a Conj, you are doing it wrong.
    (0)

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