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But I understand what your saying, however I like to play all classes so I'm going to try them out. If I don't like one class I'll move on. That's what I liked about ff11 and this class system. You can be whatever class/job without having to create a new character.



You're not paying attention.I don't see what I have to try out with the way CON is now.
What was said before the list was released:
"When playing solo, you can stay CON with you elemental nukes, but we give you White mage in party play, so you won't nuke there but heal, buff and raise."
I was fine with that, because I love doing both in different situations.
But what the list is saying now is:
"We took away pretty much ALL your elemental skills, even though the elemental aspect is what defines the whole class, lore-wise, so you are nothing but a dumb healbot in party AND solo."
You still have elemental nukes. You lost no more than Thamaturge in the trade off, and you've no idea whether or not you NEED all the bells and whistles you're complaining you've lost in the exchange.CON Mag. 8 Deals wind damage to the target. Chance to inflict DoT effect.
∟CON Mag. 9 O Target AoE Deals wind damage to all enemies within range of the target. Chance to dispel an effect.Combo: CNJ Magic 8, Bonus: Increased accuracy against target.
CON Mag. 10 Deals earth damage to the target. Chance to reduce evasion against earth magic.
∟CON Mag. 11 O Target AoE Deals earth damage to all enemies within range of the target. Chance to inflict Heavy.Combo: CNJ Magic 10, Bonus: Increased damage towards target.
You're making a decision entirely by glancing over something on paper instead of seeing what the words actually mean.



1. I said "pretty much" all of them, not exactly all of them.
I'm well aware of the fact that two elements have been left with CON, which are, btw, the two elements I don't like the most and was never using before unless I was forced to because no other elemental spell was dealing a decent amount of dmg.
There's no variety left, and if I just think about how greatly they changed the difference in dmg of using the element a mob was weak against vs using one it was resistent to, the future for CON looks like a nightmare.
Also, lore-wise, it makes no sense CON only has two elements left.
It also makes no sense that THM, who never cared about elements before, now got most of them.
Or PUG, which wasn't even a magic based class to begin with.
What is really interesting here is that CNJ has been given a class specific ability to greatly increase the potency of it's offensive magic (ask anyone who played BLM in FFXI, we fought tooth and nail for much less than a 20% increase in potency). I strongly believe there is more here than meets the eye, but only time will tell.1. I said "pretty much" all of them, not exactly all of them.
I'm well aware of the fact that two elements have been left with CON, which are, btw, the two elements I don't like the most and was never using before unless I was forced to because no other elemental spell was dealing a decent amount of dmg.



Fortunate that both elements come with effects that increase it's own damage, such as DoT and Elemental resistance down. So your concerns about damage are moot.1. I said "pretty much" all of them, not exactly all of them.
I'm well aware of the fact that two elements have been left with CON, which are, btw, the two elements I don't like the most and was never using before unless I was forced to because no other elemental spell was dealing a decent amount of dmg.
But seriously, you're complaining that the elements on conjurer are not aesthetically pleasing to you? This isn't Fashion Fantasy.
Actually there is MORE variety. The primary gripe was that classes were fairly exchangeable and that there was little unique between them. What you're complaining about isn't that there's no variety in nukes, it's that you thought conjurer was going to be Black Mage. That's it. Nothing is preventing you from taking up Thamaturge either.There's no variety left, and if I just think about how greatly they changed the difference in dmg of using the element a mob was weak against vs using one it was resistent to, the future for CON looks like a nightmare.![]()
The combos here do different things depending on the element. Sure, Thamaturge/Black Mage has more, but you're not without your own choices here. They're just not as gawdawefuly huge compared to a Melee Jobs now.
Fatal error in your logic: Assuming Lore is immovable while the mechanics are fair game to change.Also, lore-wise, it makes no sense CON only has two elements left.
It also makes no sense that THM, who never cared about elements before, now got most of them.
Or PUG, which wasn't even a magic based class to begin with.
Earth and Wind make good forest elements (Water perhaps should be included in that, but we don't know where Water is going right now.) And Conjurer, lore wise, was always about more of a peaceful commune with nature than a violent burst of magical energy.
Thamaturge's 'image' is far more in line with Black Mage than Conjurer (which honestly held more ties with Summoner in my opinion. The mechanics never really agreed with the lore here.)
So this isn't an argument about lore so much of your view of it, and your flawed opinion that lore should not change with the mechanics. None of these hold weight.
You're free to quit. But your reasoning to do so without trying it out first is fairly shallow.
point is.. no body cares so stop telling people and just quit. Lots more people love the changes and can not wait to actually PLAY them to see if they are cool.I don't see what I have to try out with the way CON is now.
What was said before the list was released:
"When playing solo, you can stay CON with you elemental nukes, but we give you White mage in party play, so you won't nuke there but heal, buff and raise."
I was fine with that, because I love doing both in different situations.
But what the list is saying now is:
"We took away pretty much ALL your elemental skills, even though the elemental aspect is what defines the whole class, lore-wise, so you are nothing but a dumb healbot in party AND solo."
That's not what I want to play, so I see no reason to stay.
What I wanted to play is what archer is now: A class able to deal a lot of dmg in one "mode" with hate-controlling skills, but a supporting class in another "mode" (Bard, in this case).
I don't have the motivation though to start Archer from Lvl 1 now though, because all the people I play with don't have low lvl chars, so I'd rather quit than paying for a game which forces me to abandon the class I loved.


Curing maybe a Water element. Which could explain why they only gave two "elemental" abilities to CON.



I don't see why there has to be only one tank.
I like the differing methods of tanking and have listed where I think it would be effective. Though it might get proven better in the reverse, who knows. Doesn't matter. There never should be a monopoly in one particular role.
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