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  1. #11
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    I think we're gonna see a role reversal between Thm and Con.

    I believe that THM will become the WHM. Why?

    1)Their cone shaped AOE is more attuned to targeting party members. It's easier to cast buffs and AOE heals when you target everything thing between you and your intended target.

    2) the word Thaumaturge means : Rare a performer of miracles. What's more miraculous than restoring a person back to health?

    3) Conjurer is more ideal for mob targeting. AOE is ranged and circular.

    4) Conjurers weapons are already elementally aligned.
    (3)

  2. #12
    Player Alerith's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    2,187
    Character
    Alerith Rayneheart
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Gladiator getting Dual Wield would be spectacular. It would open up the DD aspect of the job way more, and give it a lot of use when Paladin comes.

    You can be Paladin for tanking or Gladiator for a hybrid DDtank
    (1)

  3. #13
    Player
    Synfrag's Avatar
    Join Date
    Jun 2011
    Location
    Ul'Dah
    Posts
    377
    Character
    Syn Kazama
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by KamikazeMan View Post
    Seeing that THM is going to be able to become a Black Mage, I wonder if it will gain some elemental spells and if CNJ will be geared more towards healing and buffing with a few offensive spells.

    I'm asking because I know 1.20 will introduce changes to class actions, but I don't know if it will be anything drastic or not.
    I think it's the other way around. I'm pretty sure THM is going to be our healer class. The definition of Thaumaturgy is "Miracle Worker". They currently do have heals and do not have elemental spells. They also have Banish which is historically WHM.

    Conjurer already has almost all of the spells a BLM had in XI. Elemental enfeebles, nukes and AM spells.

    Of course I could be completely wrong as logic often does not apply to XIV
    (0)

  4. #14
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Yea i think the only thing that every one can agree on is that Con and thm are going to get major reshuffles.

    Kind of sucks, have been ranking up thm on and off and i really enjoy the current play style.
    (0)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  5. #15
    Player
    Synfrag's Avatar
    Join Date
    Jun 2011
    Location
    Ul'Dah
    Posts
    377
    Character
    Syn Kazama
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Paladin's don't dual wield... but the other way around for DD Glads yessir. I don't have glad leveled but would be nice to see.
    (0)

  6. #16
    Player
    Tibian's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Tibian Rahm
    World
    Excalibur
    Main Class
    Leatherworker Lv 60
    I don't really like to speculate, so I'll just place my suggestions here. I've posted them elsewhere, but since this is a relevant topic I might as well post it here.

    I am mainly just involved with mages, and since mages are receiving the majority of the 1.2 class balances I compiled a list of what I think needs to change. Remember, they are just suggestions.

    Healer Revisions
    1. Cures still draw to much hate. Current popular opinion states cures are on a .75:1 ratio for hate vs dps/heals. Most healing level 3 spells are going to do upwards of 600-1k healing in one heal. Thats 750 enmity generated for one heal. Tanks really can't keep up with that at a significant pace unless they have accomplice (which is a pugilist skill!) Healing hate really needs to be thought out differently and not on a 1:1 or even .75:1 scale. I am not satisfied with healing enmity generation at all. A gladiator should be able to keep significant hate throughout the entire fight without leveling up MRD and PUG as well. Currently you need those three classes to be of any use as a tank.
    2. Durations on buffs are too small. I understand you want to balance this with "longer = weaker, shorter = stronger." You still can, by providing different and more exciting skills to use. Protect and shell are going to be the staples of battle. Currently having to cast them multiple times in boss fights is really annoying because of the AOE radius/range issues. The buffs should at least be a half hour. Then you can start looking into more impressive skills such as bravery/faith/bubble/regen/renew/mighty guard/etc as more active White Mage skills. Furthermore, I'd like to see Protect and Shell be instant cast and party wide (regardless of positioning). Having to group up every five minutes is ridiculous, especially when the positioning prediction/server lag causes problems. Protect/Shell are standard spells/buffs.
    3. Curaga definitely pulls way to much hate, and costs too much. The cost of the MP is close, but I'd like to see a 10-20% reduction in overall healing costs since spiritsong won't get much use in heavy moving fights. There should be a rotation of healers, but we need some wiggle room for when things go wrong.
    4. Curing debuffs should be consolidated into one spell. Esuna or Panacea should cure Poison/Silence/Paralyze together. Having to equip Paralyna/Poisona/Silena is just kind of nonsense because of slot costs.
    5. Stats for healing are still broken, unknown, and frustrating. I've been trying to put together my materia sets for gear. Unfortunately based on popular rumors, enhancing and enfeebling magic work based on tiers ans have a pathetic affect on casting. I'd like to put a disclaimer here and note that these stat evaluations may, and probably are wrong, but I still feel the weakness of stats vs materia are unjust and need to be evaluated further. 5 Vitality = 1 enhancing magic. Unfortunately, enhancing magic is tiered by 5's as well. Thus, it takes 20 vitality to see any effect on protect/shell. That effect, is 1 defense and 1 elemental Resistance coming from protect and shell respectively. Complete and utter nonsense. Please re-evaluate enhancing and enfeebling statistics so white mages actually don't spend millions on materia to have little to no affect on their spells.
    6. Situational and Instant Cast abilities. If you want to make healing more engaging, other than cure, with sprinkles of stoneskin and protect/shell in between, you need to have more engaging moves with some moves being instant cast (ie: no cast bar!) It would be great to have some type of self buffs that increase healing potency for a short period of time (with an animation that lasts the full duration of the buff), as well as moves that add some flare and fun for healers.

    Caster DPS Revisions
    1. Damage over time spells. I like the fact that DoTs are difficult to land. I think it makes for some engaging mechanics. Ie: Ogre fight where during enrage dots are easier to land. Unfortunately, when mages can't land dots, our dps sucks (which I'll get into in another section.). Dots need to be significantly buffed if the resistances are going to be higher to landing dots. Secondly, dot durations need a little love too. Its annoying seeing your buff go up, and then 5 seconds later seeing it vanish. Did it even do any damage? Lastly, we don't know how dot damage is calculated nor do we know how much the dots even do. I think SE needs to release some information here, or at least in 1.2 letting us know how dots work.
    2. Regular caster abilities are weak. (Scourge/Fire/Water/Banish/Etc)
      I will note that I feel Thaumaturge is stronger than Conjurer. Probably due to elemental resistances as well as having more INT. However as I mentioned above, on bosses casters fall greatly behind other dps. I am calling for an overall damage buff in regular caster moves that fall within the 3-10 recast timer area.
    3. Absorb Atk/Def/Acc/Eva spells are sadly still worthless compared to the other available options. This goes right hand in hand with the fact that stats don't mean enough yet.
    4. Sort of reiterating for a third time: stats for casters need to be redone again. This whole multi-tiered functional casting regarding stats and enhancing/enfeeble magic is a bit ridiculous and makes mages even more under powered than they already are.

    Overall Mage Revisions and Current Impressions
    Currently playing mage classes right now is sort of unfufilling. I enjoy being able to chainspell/profundity/blood rite/shadowsear x2, but that isn't enough for mages. Furthermore, the mages don't really have a clear distinction of class identity. To be honest, I'd rather heal and dps as a thaumaturge because I prefer the conal AOE better than the radial AOE. Unfortunately the lack of identity of being a healer, buffer, debuffer, or pure nuker is severely lacking. Yes there can and should be occasions where the roles overlap. A nuker/debuffer is something I am enjoying the most right now.

    Stats should be reworked a bit. Vitality should not be tied to enhancing magic, and piety should be removed as a base statistic. I feel that adding enhancing magic to vitality shows you are trying to find additional statistics to place to validate keeping some. Removing piety can solve a lot of that problem. Since piety and MP are 1:1, split it up to where 1 MP = 2 Int and 1 MP = 2 Mind. Magic evasion can be placed on VIT and enfeebling magic should be tied to INT.

    Furthermore, get rid of that awful tiered structure (if it actually exists) of enhancing/enfeebling magic. Or if keeping the tiered structure, make the gains much much much more prominent. Ie: Tier 1 Protect II = 81 Defense, Tier 2 Protect II = 91 defense, and so on.
    (2)

  7. #17
    Player

    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    48
    That was a great post Tibian, I don't play a caster but i agree with the way a lot of the stats work. I still have very little idea how each of them impact my characters abilities.

    The materia system was a big let down for me, needing to spend all that time an effort to manipulate stats I don't fully understand and then trusting someone i don't know to attach it really discouraged me from investing time and energy into a system i can barely say that i understand.
    (1)

  8. #18
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Weren't they supposed to put out a list of prospective changes when 1.19 hit? What happened to that?
    (1)

  9. #19
    Player
    Shneibel's Avatar
    Join Date
    Mar 2011
    Posts
    2,076
    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by Viridiana View Post
    Weren't they supposed to put out a list of prospective changes when 1.19 hit? What happened to that?
    wait for the producer letter is all that I can say
    (0)

  10. #20
    Player
    Platinumstorm's Avatar
    Join Date
    Mar 2011
    Posts
    748
    Character
    Chardut Mazzma
    World
    Excalibur
    Main Class
    Archer Lv 100
    I think we'll see profound status effects and changes to the moves so that they have a purpose outside of a visual. I'm hoping we'll see heavy visual revamps of the skills.

    Also I do hope they give THM white mage and keep conjurer as a black mage in order to fit best with the lore. 50/50 chance on this here.
    (0)

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