Given that shortly after release, Sacrifice was specifically buffed to heal more on the initial cast, it would seem that the original vision for THM (as a healer) is what existed prior to 1.18.The original design for THM was clear in the job description, (i.e. master of destruction, moreso than even the disciples of War). It just wasnt implemented as intended, (it was overpowered as healer & in survivability) and took a long time to be fully rebalanced, due to other, higher priority fixes. Guess what? It is now almost fully rebalanced to reflect that original job decription.



The original job description said that it's a destructive class. How does a slight buff to healing potency all of a sudden make it a class specifically designed for healing?
Everyone's assessment of CNJ at the beginning was that it was a mix of both WHM and BLM since it had the trademark skills from both.So then, when you saw CNJ's spell list of full elemental nuke lines (along with ancient magic nukes), you thought it was clear that CNJ absolutely would not be BLM?
It wasn't obvious either way. Both classes had aspects of different traditional FF jobs. CNJ could have been BLM just as easily as they were made WHM.
The general assessment of THM was that it was something akin to a magic-heavy RDM due to the debuffs.
The point the above poster is making is that it was obvious that CNJ had the most spells related to healing and defense, much more than THM.
CNJ: cure, stoneskin, protect, shell, shockspikes, paralyna, silena, poisona
THM: sacrifice, stygian spikes
The vast majority of THM's spells are for debuffing/nuking. CNJ had more healing/buffing spells from the start.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread



Either both are true or neither is true. Nice try.Given that shortly after release, Scourge, Banish, and Absorb spells were specifically buffed to deal more damage when cast, it would seem that the original vision for THM (as a damage dealer) is what existed prior to 1.18.



versusThaumaturge (THM)
In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.
To mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a medium - a natural stone imbued with magical properties. The guild is centered at the Arrzaneth Ossuary in Ul'dah, within whose hallowed walls are said to reside powers of life, death, and the beyond.
Thaumaturges are unparalleled in their powers of destruction, eclipsing even the Disciples of War.
By enfeebling enemies and enhancing their allies, thaumaturgy can prove to be an invaluable asset, particularly in battles of attrition.
See the distinction? We certainly do.Conjurer (CNJ)
Conjury calls upon elemental forces present in nature and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. The seat of the Conjurers' Guild lies at the Stillglade Fane in Gridania, where the voices of Eorzea's elementals are said to be the most powerful.
Conjurers are trained to coax metaphysical forces forth from the elements which comprise all of creation, allowing them to weave powerful spells.
Attuned to the essence of all things around them, the conjurers' intimacy with all forms of being enables them to shift between both offensive and defensive magic as needed.
Much of THM's storyline revolves around the ability to resurrect... a healing ability.
At the end of the day, if you're trying to prove that THM was never meant to heal, they wouldn't have been giving a healing spell, and then had that healing spell buffed. The best you can argue is that CNJ was supposed to be a better healer, which does not mean that THM should not heal any more than the existence of WHM means that RDM should not heal.
It's fine to say that THM is not going to be able to heal in the future without trying to rewrite history. This game was intended to have two healing classes at release.



I admit that as Gladiator early on, having THM ranked up was a huge advantage because of emulate. Then it was nerfed. Because it was overpowered. After that, I took a more balanced approach to what I leveled for support classes.
Last edited by Duuude007; 11-22-2011 at 09:54 AM.


Just quit.
THM can still heal, by cross-class abilities. Won't be as good of a healer as CNJ, but the OP never had an issue with being a mediocre healer in the first place. This whole argument is pointless as there are way too many contradictions.
I don't think SE would ever consider this request and I'm glad they won't. ^^



This game was intended to have two mage classes at release.
Both happened to have at least:
1 type of heal spell
1 type of revival spell
1 type of nuke
THM got debuff abilities
THM got offensive drain and siphon abilities
CON got debuff removal abilities.
CON got defensive abilities.
It had already been established that the balancing was improperly implemented at launch, and did not make significant improvements until 1.18. Neither mage class at the time were dedicated healing classes by your measure, merely classes that happened to be capable of healing. The classes were better balanced to reflect their story backgrounds at 1.18, and will be nearly fully rebalanced at 1.20 .
And suffice to say, both will continue to be capable of healing. All that changes is the fact that the heal spell both classes use will be known as "Cure".
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