It's funny that melee players always blame healers when they die
but in the forums they voted for "leave it the way it is"
It's funny that melee players always blame healers when they die
but in the forums they voted for "leave it the way it is"
I don't know. It's not so bad with Siphon MP and Spiritbind.
I think they should be lowered a little bit, not back to what they originally were.
Agreed!
I think it's okay that they raised the MP costs, but maybe they went a bit overboard? I'd appreciate a slight lowering from current levels.
Siphon MP is good when you're grinding. If you're doing NMs, you will eventually drain their MP and then you can't use Siphon MP anymore. ^^;
Spiritbind is back on my action bar after a long absence. ^^
Leave it the way it is (1.18).
As many others have said, this is only *part* of the changes coming to the Class System, let alone the new Final Fantasy Job System being released (1.20 - 1.21).
With MP being *valuable* now, it brings a whole new dynamic to combat. Before 1.18, doing the "high level content" at the time (the 5 Open World NMs), or even taking on R70 - 80 Mobs for the fun of it, was a joke for Mages. AOE Cure, AOE Sacrifice III, AOE Siphon MP II, repeat, with almost no hate repercussions, let alone MP Management thought.
Now after 1.18, not only do Mages have to think about things, but it also means everyone in the party should do their part to make each Battle successful.
For example, if you've ever fought a Puk, you can see them "glowing" and charging up their Flip Kick Frontal Attack (Weaponskill). This can be avoided if you move to the side or behind it fast enough. It's just one example, but positioning in battle, actually thinking and not just spamming "1 1 1 1 1 1 1 1 2 3 1 1 " (for DoW) and not having Mages just sit back and spam the occasional AOE Cure III is much more important now.
It also makes DoW abilities like Second Wind I / II, Life Surge, Bloodbath, etc., *useful* and helpful. They can regain HP back with these abilities and "pitch in" during longer battles to help offset some Curing load.
Lastly, like Alexia writes,
* We don't know what the White Mage JOB Layer is going to be like when it gets released.
Who's to say that once you activate the White Mage Layer (on top of Conjurer Class), that:
* MP Costs are Reduced 25%.
* Recast Timers are Reduced 25%.
and various other changes to make White Mage stand out more?
We need to wait to see all changes before demanding things get reverted. Let's see what 1.19, 1.20 and the Job System brings before crucifying Yoshida-san and his team. I think Yoshida-san said it best in his Letter from Producer:
Before 1.18, it was truly *monotonous*. Guildleve Parties (even at 5 Star Settings at Broken Water), Raptor Parties, Open World NMs: Mage sit back and spam AOE Cure / Sacrifice, with no care for MP since you can get it back so fast (and it costs so little).Yoshida: the theme of the overhaul to the battle system is reward effort, reduce monotony. Let’s see if that holds off the pokes.
Think of the satisfaction you get when taking out an enemy solo by a stroke of brilliance. Or the supreme exhilaration you feel when pwning entire hoards of foes by playing out your party role to perfection. Now, in contrast, imagine a person who, with only half his heart in the battle, struggles to dispatch the enemy. This kind of range in experience is what we’re aiming for with the reformed battle system—a system that rewards effort and innovation.
DoW didn't care if they got hit, another AOE Cure is coming right around the corner.
Now after 1.18?
Enmity matters. Watch out for how much Hate you pull. Time your spells. Watch your MP. Be smarter. Combat *does* feel more rewarding (at least going through Dzemael Darkhold (even in Raptor Parties)).
I can't wait to see what's next.
Last edited by Kiara; 07-30-2011 at 09:48 AM.
Very funny indeed!
If in a random party, I'm not going to be wasting my MP on the DDs if things stay the way they are.
Anyway, it will make the battle more challenging for them, which is good and what they want, right?
We all want to feel that we make a difference, we add value to the group, and are appreciated for our contributions.
Perhaps the reason the non-tank melee classes are especially vocal in this debate is because mages can deal damage just as good, if not better than they can -- and do it from a distance, plus we can play other roles as well.
The non-tank melee classes tend to be the ones with the "take that", "you deserved to be nerfed" and "learn how to play" attitude toward mages.
So how can SE fix this? Especially if they, as Yoshi P may have hinted, lower the MP costs in a future patch?
- What about buffing Marauder and Lancer weapon skill damage output?
- How about making Steadfast more powerful?
- Or give the Lancer greater ability to quickly move in and out of attack range?
But if anyone from SE is listening, please do not lower mages' attack spell potency because we still need to be able to play solo sometimes. And not everyone who chose Conjurer wishes to play White Mage.
I like how healing is strategy more so than spamming and over-healing others. Plus there's many utilities for caster to lower mp and gain mp.... utilize it, please.
I have a feeling that even though mage classes might do more dmg than non-tanking melee, in the future maybe for blm or what ever magic damage focused class, I want to believe that they will make casting bigger spells longer to cast and even more powerful, but we can't be hit directly for long/ or at all. We'll need melee to be the dmg in between down time in between nukes so we don't pull threat. Like in FFXI.We all want to feel that we make a difference, we add value to the group, and are appreciated for our contributions.
Perhaps the reason the non-tank melee classes are especially vocal in this debate is because mages can deal damage just as good, if not better than they can -- and do it from a distance, plus we can play other roles as well.
The non-tank melee classes tend to be the ones with the "take that", "you deserved to be nerfed" and "learn how to play" attitude toward mages.
So how can SE fix this? Especially if they, as Yoshi P may have hinted, lower the MP costs in a future patch?
- What about buffing Marauder and Lancer weapon skill damage output?
- How about making Steadfast more powerful?
- Or give the Lancer greater ability to quickly move in and out of attack range?
But if anyone from SE is listening, please do not lower mages' attack spell potency because we still need to be able to play solo sometimes. And not everyone who chose Conjurer wishes to play White Mage.
Couldn't have said it better myself!Leave it the way it is (1.18).
As many others have said, this is only *part* of the changes coming to the Class System, let alone the new Final Fantasy Job System being released (1.20 - 1.21).
With MP being *valuable* now, it brings a whole new dynamic to combat. Before 1.18, doing the "high level content" at the time (the 5 Open World NMs), or even taking on R70 - 80 Mobs for the fun of it, was a joke for Mages. AOE Cure, AOE Sacrifice III, AOE Siphon MP II, repeat, with almost no hate repercussions, let alone MP Management thought.
Now after 1.18, not only do Mages have to think about things, but it also means everyone in the party should do their part to make each Battle successful.
For example, if you've ever fought a Puk, you can see them "glowing" and charging up their Flip Kick Frontal Attack (Weaponskill). This can be avoided if you move to the side or behind it fast enough. It's just one example, but positioning in battle, actually thinking and not just spamming "1 1 1 1 1 1 1 1 2 3 1 1 " (for DoW) and not having Mages just sit back and spam the occasional AOE Cure III is much more important now.
It also makes DoW abilities like Second Wind I / II, Life Surge, Bloodbath, etc., *useful* and helpful. They can regain HP back with these abilities and "pitch in" during longer battles to help offset some Curing load.
Lastly, like Alexia writes,
* We don't know what the White Mage JOB Layer is going to be like when it gets released.
Who's to say that once you activate the White Mage Layer (on top of Conjurer Class), that:
* MP Costs are Reduced 25%.
* Recast Timers are Reduced 25%.
and various other changes to make White Mage stand out more?
We need to wait to see all changes before demanding things get reverted. Let's see what 1.19, 1.20 and the Job System brings before crucifying Yoshida-san and his team. I think Yoshida-san said it best in his Letter from Producer:
Before 1.18, it was truly *monotonous*. Guildleve Parties (even at 5 Star Settings at Broken Water), Raptor Parties, Open World NMs: Mage sit back and spam AOE Cure / Sacrifice, with no care for MP since you can get it back so fast (and it costs so little).
DoW didn't care if they got hit, another AOE Cure is coming right around the corner.
Now after 1.18?
Enmity matters. Watch out for how much Hate you pull. Time your spells. Watch your MP. Be smarter. Combat *does* feel more rewarding (at least going through Dzemael Darkhold (even in Raptor Parties)).
I can't wait to see what's next.
Not as easy as you think. When you put into account that Spiritbind gives off a lot of enmity, you cant AoE siphon mp, and exhaultation is a 10 min recast... it's not that easy.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.