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  1. #41
    Player
    Geesus's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    1,122
    Character
    Geesus Ravenheart
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Kiote View Post
    How are you going to solo on a Con who has TWO offensive abilities by LEVEL 50!?
    Wait for it(mob) to get tired and leave? O.o

    (0)

  2. #42
    Player
    Fendras's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    15
    Character
    Walden Orcinus
    World
    Coeurl
    Main Class
    Arcanist Lv 50
    What really baffles me is seeing complaints about having only two attack spells when I very clearly see four...
    (2)
    Last edited by Fendras; 11-20-2011 at 10:27 AM.

  3. #43
    Player
    Catapult's Avatar
    Join Date
    Mar 2011
    Location
    Lotus Gardens
    Posts
    3,240
    Character
    Thal Icebound
    World
    Ravana
    Main Class
    Dancer Lv 100
    There is no water listed anywhere.

    Incomplete picture?
    (0)

  4. #44
    Player
    Fendras's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    15
    Character
    Walden Orcinus
    World
    Coeurl
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Catapult View Post
    There is no water listed anywhere.
    Yeah, that's a massive disappointment for me. Water's my favorite.
    (0)

  5. #45
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,003
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    To me the incredibely sad thing is not that the skills are reduced but that the whole mage concepts are changed so drastically. All jobs seem to stay the same but get expansions with their jobs. But not mages who are made blm and wht from the start. :x
    I loved the idea of an elementalist and I'll be pretty sad when that one is taken out, just like the occult thaumaturg.
    Like this the mages do have "mechanical" categories like DD and healer but storywise they seem incomplete to me because of the arbitrary arrangement of elements.
    BLM and CNJ were like two "schools" of wizards, making use of different forces in the FF world which suited the fantasy world imo. Now they are both "just" mages.. :x
    Playing THM I'll probably be playing half of an Elementalist, which means I'm playing..half a conjurer?
    So basically THM disappears, CNJ is divided and healer is placed into the original Con...

    I have to say at this point that I'm not so educated regarding the FF-history but I learned that the BLM has elemental spells. Yet I would have preferred the THM to keep his arcan character, being expanded to a nuker while the CNJ is elemental and get expanded to a healer but keeps his offensive elemental skills.
    Because honestly, we have more than one phys. DD class but only one real magic DD after 1.20? Why not letting both be DDs in the basics but defining their party character as offensive/deffensive with jobs?

    CNJ and THM seem to be basically entirely new classes which already saddens me because they were my favs (lancer was just for getting started) but also concerning the lore and the whole FF 14 world I'm really gonna miss the concepts of THM and CNJ. I just prefer them over the "typical" DD and "typical" healer as the devs called it.
    This is just my view. I know, it is pobably not "true" or traditional to the FF series but I wouldn't mind changing traditions this time.
    (1)
    Last edited by Loggos; 12-06-2011 at 06:08 AM.

  6. #46
    Player

    Join Date
    Aug 2011
    Location
    Ul'Dah
    Posts
    63
    CNJ does fine with two attack skills (remember you can cross class Fire and Thunder from THM as well). Using Stone -> Stonera I can hit 1000-1400 with Stonera, Stoneskin and Protect keep you safe for the most part.

    MP consumption is something you have to be more aware of now; what I tend to do is hit Blissful Mind at the start of a fight (before I buff), so that I know I have a decent MP pool ready when I need it (usually 500+MP at CNJ 50). Remember that Shroud of Saints regenerates MP as well. You don't have to AoE with Curaga (you can use Sacred Prism to AoE Cure/Cura). I don't miss the staff attacks at all because I never used them anyway. It's a shame we lost a lot of elements, but when you add Fire and Thunder from THM at least you're not too short.

    Just remember that Fire always AoEs, as a friend found out to his cost last night, lol.

    New CNJ concerned me but honestly it doesn't seem too bad. Just watch your MP, remember to use Cleric Stance if you get to nuke (and remember to remove it if you need to go back to support), hit Blissful Mind before any big fights, use Necrogenesis from THM as another method to heal (this is basically Bloodbath for mages). Probably an idea to take Second Wind as well so you don't have to rely on Cure/Cura all the time.
    (1)

  7. #47
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,003
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    After playing 1.20 I have finally set my opinion about this. Beware, wall of text!! I just wrote down whatever came to my mind. Please keep in mind that this is entirely personal, ok? It's just my own humble opinion.
    And to make that obvious, I LIKE the patch in general and I like FF14. Nevertheless the following issue really saddens me.


    ~~~~~~~~~~~~~~~~


    Mechanically
    CNJ is playable very well, I do agree but now I really understand SE even less.
    CNJ is the "typical healer" class? But I do great damage - more than before (and I like that). I was afraid that with two elements left I could only face a little amount of monsters but each monster seems to be allergic towards either stone or wind. So basically the elements do not really have much of an influence anymore, it seems to me.

    Before 1.20 I used to find out what elements to use and what not and this was really interesting to me because it made SENSE to have elemental spells. It made CNJ fun because you had to find out the enemies' weakness before (didn't take too long but was still required).

    Same with THM now. Even if one element doesn't help you can nuke the mob with one of the two others.
    Of course this is better for training because you can face any mob. But at the same time the elements do not really play a role anymore - they are just names with little parametical differences. (Please tell me if I'm wrong on higher levels! But I really tried out many mobs and always made this experience.)
    The whole elemental system seems to be rather a facade to me now and this makes me sad.

    ~~~~~~~~~~~

    To be honest I don't even know why I should train THM because CNJ does nice damage as well, has the heals but seems to have a better MP pool (especially because THMs skills for saving mp only work once per skill and have a cooldown of 1 1/2 mins - this is really awful, especially because CNJs offensive magic enhancing skill stays the whole time and the old CNJ skill for consuming half of the needed MP but being tied to one spot also lasted longer).


    I really miss the old concepts because they were content concepts; they were part of the story I played. I like it a lot that I can do nice damage, don't get me wrong and I also like that there are less skills but to me the "feeling" of CNJ and THM is lost; they even feel pretty similar now in handling.

    You might ask "why bother, mage is mage".

    Personally I play an RPG for the sake of identification, for tactics etc. If I wanted just something to put damage on a foe why would I care about the diversity of classes? Hitting the mob with a simple strong weapon would do damage as well...Being CNJ and THM was not the same for me, just like being gladiator and maroder is not the same. Playing a MMORPG DOES mean being part of an Role Playing Game. I "felt" as if I was a part of the world, of Gridania, an elemental spiritual or what not but now this story is an empty shell to me.

    I einjoyed being either a "witch" between life and death/light and darkness or an elemental mage that is connected to nature, listens to it, protects it and uses its powers.

    I attended bothe mages' guilds and to me their new set up just doesn't fit into what they seem to represent in the ingame world.
    Why emphasizing that CNJs are the "messagers" of nature when THM can handle as much natural power (or practically even more) than CNJs?
    And THMs seem to be somehow wise as well, not in the elemental/nature-like way but rather in a philosophical way regarding death and life/after life, earthly possessions and so on. It sounds very astral and mystical to me so the powers of light and darkness fit perfectly imo but the random elements just don't match with it in my personal opinion. It seems so...out of place for "arcanists" to use nature if they are actually connected with the core role of life and death, light and darkness.


    I heard that an arcanist is planned to be implemented, but why not keeping the old THM (and the CNJ) then?
    Just to have more classes in numbers?
    I would rather welcome other magical concepts like red mage, blue mage, beast master. Those are magicians too but they have their own special expertised fiels that are their characteristics. Like CNJ and THM used to have to me but like I said in terms of handling they feel even more similar than they did before.


    I really really don't mind the CNJ to be the rather defensive class but seriously, now it is even less defensive than before 1.20 (strong damage skills, buff to enhance offensive magic, aoes).
    So if CNJ is meant to be strong, too why not leaving the elements other to him and enhancing his healing with a job like it will be with any other class while THM has (strong) light and shadow spells, and maybe different hexes that enhance their damage (like very strong skills to weaken magical defense, light/shadow DoTs, skills like "dream eater" (strong but only usable if the target sleeps - got that from pokemon, lol)) or what so ever?

    ~~~~~~~

    I have the feeling that this is less and less FF14, which I bought. Of course we are going to get a new game because there need to be so many things fixed but why does SE take its characteristical and in my humble opinion GOOD parts about it out to replace them instead of omptimizing those and using their potential (Ul'dah's and Gridania's lores are tied to the mages - they seem to be somewhat important for both cities).

    I really hope that FF14 stays FF14 but with revamped "set up". Now I have fear that they are really making "FF15" - a game similar to FF11 (and 14) and yet different in its core.
    Like I said this view is very personal, I understand if others don't share it. But I hope so much that SE does not drop the good parts of FF14 because there ARE so many good parts that could be amazing if they were pulled up the right way.
    (2)

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