Or will it be like WoW, where it's based on a percentage of your base MP (i.e., MP with no gear or buffs)?As of right now I'm okay with the scaling of potency, but I still have my concerns, will mp cost be the same? If so will we have less mp? Because it would seem sort of OP to be able to cast a cure for 8 mp and have it cure for 800hp at level 50, while still costing 8 mp. If the mp does increase as potency increases wouldn't this be problematic for the UI, or would there be a preset level 1-10 cure costs 8, and level 11-20 cure cost 12, and such. The choice to use the lower tier is now completely gone, does this mean hate will be rebalanced around this, I think it should be, because if not, the enmity minus gear on my belt won't be enough to keep me pulling hate from curing, I might have to go fetch some of those stronghold pieces like the head :/
Those are combat system functions. Every class has a hotbar and a starting default ability (currently). These aren't characteristics that specifically define either CNJ or THM fundamentals.
And my gosh, are you using such blatant misspellings on purpose? It doesn't help your case.
I'm sorry, but where in that statment are the fundamental elements of the Conjurer class again?
It's clearly stated in the announcement that mp cost and potency will both scale with the level of your current class.As of right now I'm okay with the scaling of potency, but I still have my concerns, will mp cost be the same? If so will we have less mp? Because it would seem sort of OP to be able to cast a cure for 8 mp and have it cure for 800hp at level 50, while still costing 8 mp. If the mp does increase as potency increases wouldn't this be problematic for the UI, or would there be a preset level 1-10 cure costs 8, and level 11-20 cure cost 12, and such. The choice to use the lower tier is now completely gone, does this mean hate will be rebalanced around this, I think it should be, because if not, the enmity minus gear on my belt won't be enough to keep me pulling hate from curing, I might have to go fetch some of those stronghold pieces like the head :/
You just dunt get it. you gonna be like "wow" when dey release da patchThose are combat system functions. Every class has a hotbar and a starting default ability (currently). These aren't characteristics that specifically define either CNJ or THM fundamentals.
And my gosh, are you using such blatant misspellings on purpose? It doesn't help your case.
Pretty sure you can test abilities before you finalize a level up order and what their effects and stuff are. They would actually need to test them out for the announcement so they know what exactly they do and how they would work.considering they only finished the outline that yoshiP didnt approve officially, last week, and yoshi p just approved it like wednesday, i highly doubt they have tested anything at all, especially against moogle battle. maybe by late december they will have, but we ll see.
@Inaaca
At this point I think its just trolling, I'd say just leave it be.
What CNJ needs are useful actions that allow him to perform in party and alone. The concept of "Action" in this case can mean a wide variety of things. There are no "rules" as to how exactly the action is supposed to function.ok lets put it like this, a mage with one role only needs a few spells, but a mage which is supposed to support DD and survive needs more spells.
im really thinking about CON here, because they have to cure, support, survive and DD. In different system they can choose thier skills, but heres the key, classes are supposed to excel at solo, and most people will level solo from like 1-15 most likely, remember the design of specialisation into partying doesnt come till 30.
Right now we have a ton of situational, one-dimensional actions that take up a lot of space but alone provide very little in terms of benefit. Most actions, exceptions such as different tiers of Cure aside, can be condensed without losing much in the process. What the developers should be striving towards is to make each and every action count. Not just situationally, but in regular gameplay. Right now this simply isn't true for many actions.
Tell me, what exactly stops CNJ from having two DPS skills, a healing skill, a support skill, and an ability to enhance each at level 13? How exactly does this 'hinder' a soloing CNJ, if the actions in question are multi-dimensional and offer various benefits as-is?
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