Quote Originally Posted by Orophen View Post
I'm going to say you're not too far off in what's you're seeing. Yeah, THM is basically a mini-BLM now. No, Sac, raise, or enfeebles. It might as well be a completely different class. As to whether or not it can solo well, that remains to be seen. Sure, you won't be able to solo the way you had before. You'll have to relearn the class. BLMs in FFXI had no problems soloing, and although THM lost heals and enfeebles, it seems as though it's gained a ton of offensive power. So soloing just might involve crowd controlling and nuking things to death. And sure, that's not what the THM populace signed up for. And I honestly sympathize with that. But it's literally the end of the class as you know it. Gotta roll with the punches or move on, cause I can guarantee you not much can possibly be done about it. The same can be said about every other class change. Only a small minority is gonna think these changes suck. And that's not enough to get Yoshi-P's butt moving to change things.


Thank you for this, Yes, I plan on rolling with the punches. ^^ The good thing I suppose is that all my classes are still low enough, that re-learning won't be that big of a hardship, and honestly I had a horrible time on Thaumaturge the way it was, so new dynamics for it might actually help. I guess I'll see when 1.20 comes out.

I solo on my archer quite a lot, and am really looking forward to BRD. I've been soloing with a certain rotation, and was most worried over the new description read "They are capable of generating large amounts of damage in brief spans of time, but are less effective the longer a battle drags on" I worry that this means it will be difficult to play this class unless you have someone else in tow. But I guess when you consider the self combo's, maybe that will take the place of my rotation and allow me to do enough damage to continue to solo sometimes too.

*crossing-fingers*



Quote Originally Posted by Felis View Post
I'm interested. Which class you believe is with 1.20 less soloable as now?

Cross Class Skills:
GLD Abl. 1 - Temporarily reduces damage you sustain and increases enmity generated by actions executed while effect is active.
GLD Abl. 3 (Self AoE) - Temporarily increases the defense of all party members within range. Generates massive enmity.
GLD Abl. 5 - Increases block rate and grants TP for each block made while effect is active.
GLD Abl. 6 - Increases target's enmity. Traits may trigger an AoE and a chance to inflict Stun.
GLD WS 1 - Melee attack. Damage increased when executed from in front of the target.
GLD WS 7 - Shield attack. Chance to inflict Stun.

MRD Abl. 1 - Increases target enmity. Traits may trigger a chance to reduce target's attack power.
MRD Abl. 2 - Increases parry rate. Effect fades upon parrying an attack.
MRD Abl. 3 - Grants Absorb HP effect to next attack.
MRD WS 1 - Melee attack. Accuracy increased when executed from in front of the target.
MRD WS 3 - Melee attack. Damage increased when executed from the right or left of the target.
MRD WS 6 - Melee attack. Chance to inflict Heavy when executed from behind the target.
MRD WS 9 (Frontal AoE) - Attacks targets in a cone before you. Can only be used immediately after parrying an attack.

PUG Abl. 1 - Restores HP.
PUG Abl. 2 - Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.
PUG Abl. 4 - Increases evasion and restores MP when an attack is evaded. Effect fades upon evading an attack or after a certain period of time elapses.
PGL WS 1 - Melee attack. Damage increased when executed from in front of the target.
PGL WS 2 - Melee attack. Chance to inflict Blind when executed from the right or left of the target.Combo: PGL WS 1, Bonus: Increased damage.
PGL WS 5 - Melee attack. Chance to inflict Stun when executed from behind the target.
PGL WS 7 - Melee attack. Accuracy increased when executed from the right or left of the target.Combo: PGL WS 6, Bonus: Increased damage.

LNC Abl. 1 - Grants TP. TP does not diminish out of combat while effect is active.
LNC Abl. 5 - Sacrifices HP to increase damage of next attack.
LNC Abl. 6 - Sacrifices HP to reduce recast time of next weaponskill.
LNC WS 1 - Melee attack. Accuracy increased when executed from in front of the target.
LNC WS 2 (Self AoE) - AoE attack.Combo: LNC WS 1, Bonus: Chance to inflict Stun.
LNC WS 4 - Melee attack. Chance to inflict Stun when target is attacking you.Combo: LNC WS 1, Bonus: Increased Stun duration.
LNC WS 5 - Melee attack with low accuracy. Crit rate increased when executed from behind the target.
LNC WS 6 - Melee attack with low accuracy. Damage increased when executed from the right or left of the target.Combo: LNC WS 5, Bonus: Increased crit rate.
LNC WS 8 - Melee attack. Can only be used immediately after missing an attack.

ARC Abl. 1 - Increases accuracy.
ARC Abl. 2 - Reduces enmity and increases TP generated by next action.
ARC Abl. 3 - Consumes MP to evade a single ranged or magic attack.
ARC Abl. 4 - Reduces enmity.
ARC WS 2 - Ranged attack. Chance to inflict Heavy.Combo: WS 1, Bonus: Increased Heavy duration.

CON Abl. 1 - Grants AoE to next enhancing magic spell, but increases cast time.
CON Abl. 2 - Temporarily halves enmity and gradually restores MP.
CON Mag. 1 - Restores a portion of the target's HP.
CON Mag. 4 - Resurrects the target. Traits may trigger prevention of Weakness and Brink of Death effects.
CON Mag. 5 - Creates a barrier around the target that prevents a fixed amount of damage.
CON Mag. 6 (Target AoE) - Increases the defense of all party members within range of the target.
CON Mag. 8 - Deals wind damage to the target. Chance to inflict DoT effect.
CON Mag. 10 - Deals earth damage to the target. Chance to reduce evasion against earth magic.

THM Abl. 1 - Increases magic accuracy of next spell.
THM Abl. 2 - Increases range of next spell.
THM Abl. 3 - Gradually increases magic crit rate. Effect fades upon a successful crit.
THM Abl. 5 - Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.
THM Mag. 2 - Restores MP in proportion to damage sustained. Casts cannot be interrupted while effect is active.
THM Mag. 5 (Target AoE) - Deals fire damage to all enemies within range of the target.
THM Mag. 6 (Target AoE) - Deals fire damage to all enemies within range of the target.Combo: THM Magic 5, Bonus: Reduced cast time.
THM Mag. 8 - Deals lightning damage to target.


Quote Originally Posted by AdvancedWind View Post
What has led you to believe soloing will be hard? In fact, I can foresee it becoming easier, as many of the "new" skills seem VERY useful, and there's still all the traits, which haven't been revealed yet.

Yeah, maybe conjurer will need to level THM a bit to get more nukes and maybe pug will need to learn those MP refreshers, but it's not like we currently have to level CNJ, PUG, LNC and THM to effectively solo with any class, right? Oh wait, we do.


You both are correct. It might be fine as long as we can cross some skills, which is what I do now. It is one of the reasons why I don't have a level 50 anything, because I like having a well rounded character and play a little of everything.

As long as I can still solo when my friends aren't on, and as long as not every thing requires me to beg someone to come help me because my class is too feeble, I'll be ok. I don't mind having to work a little harder than other classes, I just don't want to be so restricted to the point that I'm just a healer and can't viably defend myself. Get tired of being a damsel in distress when it comes to being a healer.. you know what I mean? I just hope that the levels in which we gain our basic offensive spells won't be too high, that aero and stone will be worth something, and that some gentle revamping of the lore occurs in order to make things make a bit more sense. Are wind, earth and water astral? Maybe they could adjust the conjurer lore to be that they are attuned with the Astral Elements..(if that is even correct) .