when will you regen mp? oh thought so
when will you regen mp? oh thought so


fake, mages will not move around every time, only to get out of range. Is not mages jobs to evade breaths for example, is tank job to face him. Dont use it like mages actually move around evading bombs from sky, coz we stay out of AoE WS and that all. You are talking like Mages right now are dynamic and are not. I'm sorry but i like to focus the game when i am playing and right now is too easy for a mage to play our job.And mages have to manage their MP pool, position themselfs out of harm's way while still being able to quickly aid a party member or attack the mob, watch buff / debuff timers, backup healing, etc, etc.



Your Problem: Mage play is not dynamic, neither mages need to move around during a fight or do anything else other than, as you say "cast spell, don't die".fake, mages will not move around every time, only to get out of range. Is not mages jobs to evade breaths for example, is tank job to face him. Dont use it like mages actually move around evading bombs from sky, coz we stay out of AoE WS and that all. You are talking like Mages right now are dynamic and are not. I'm sorry but i like to focus the game when i am playing and right now is too easy for a mage to play our job.
Your solution: Add TP cost to some spells so mages have to cast weaker spells to gain TP before casting the stronger ones!
....except they will still stand still while casting spells and will still not add any major complexity to mage play, unless you consider casting Fire II 3 times to gain enough TP for Flare "dynamic". Also, there's already cooldown timers doing the exact same damn thing.
My Solution: Make positioning, elemental affinities, monster behaviour and other factors more relevant to mages, so they cannot "just stand still and cast spells".
Will you really say that adding TP cost to spells is a better solution for your stated problem? Really?



They have already stated that they are working to allow casting magic increase TP![]()
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By 'versatility' you mean 'an aggravating resource limitation that means we have to either hold TP by being in active mode, or get MP back by being in passive mode?
It's not like mages are brokenly powerful or capable of doing too much, by a long shot.
7UP!


sure, and i will not until mages can go to do something more than heal.Inb4 hes never fought Ifrit.
and TP moves for mages ^^My Solution: Make positioning, elemental affinities, monster behaviour and other factors more relevant to mages, so they cannot "just stand still and cast spells".
Positioning: Always tank job to positioning mob, and have no sense to do more Fire damage from left and blizzard from right, and of course, moving will low your DPS a lot enought to ignore that bonus.
Elemental affinities: Seems that u are THM, test to cast diferent spells on Strongholds, could be you feel something about it.
i said that adding TP moves to mages is a step forward. that all and of course to these who can manage more than see if u have enough mp,u are out of range, etc.Will you really say that adding TP cost to spells is a better solution for your stated problem? Really?



In some cases, this could make sense. Let's take for example the Chimera shown at the 2.0 concept. What if his left head is weak to ice and the right is weak to fire, and you have to cast fire from the right or ice from the left for extra damage? That could make sense and make things a bit more interesting, just as an example.sure, and i will not until mages can go to do something more than heal.
and TP moves for mages ^^
Positioning: Always tank job to positioning mob, and have no sense to do more Fire damage from left and blizzard from right, and of course, moving will low your DPS a lot enought to ignore that bonus.
This is not even the only possible way to make positionining relevant to mages. Have some spells hit only mobs around you. Have spells that hit only mobs far away. Have spells that hit mobs on a line (think FFXII scourge), etc, etc.
Yes, using the correct element is already 'better', but once again there are broader possibilities for this. What if they make monsters change / react differently to certain elements? Once again, I give you examples.
Ice Elemental, cast Ice on it => He counters with (tier of Ice spell used + 1) and recovers HP. Cast Fire on it enough times, and it is incapacitated, increasing Eye of Ice drop rate and reducing his spell power. Ta-dah![/QUOTE]
You were talking about adding TP cost to spells, which is NOT a step forward for reasons that I've already posted earlier; just having another bar to look at is hardly complex.
However, adding more useful weaponskillsand abilities that cost TP for DoM is indeed a good thing that I can agree with, specially if they actually make spells increase your TP like one guy mentioned, or else we will be sitting on useless 3000 TP.
But making TP management central to mages when there are much better ways of achieving the same effect? No, thanks.


they hvae said before they are looking into how to make tp more relevant for dom
edit: i think all dots should give a gradual tp boost as the hp shed the tp goes up or one dot that just does this, maybe like tp siphon but a dot version that keeps leaching the mobs tp gradually.
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