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  1. #1
    Player
    Junpei's Avatar
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    Character
    Gunso Gunso
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    Ragnarok
    Main Class
    Gladiator Lv 60

    [dev1206] Conjurer Ability 1

    Firstly,

    I would like to state that this is not a thread about the reduced number of spells for mage classes, but rather a single ability analysis with regards to the stream lining of skills to maintain usefulness.

    On to the meat of the topic.

    CNJ ABL 1 - Grants AoE to next enhancing magic spell, but increases cast time.
    Sounds great right? Makes your Buffs AOE! The issue is, Buff's have been streamlined down to 2 spells.

    CNJ Mag. 5 - Creates a barrier around the target that prevents a fixed amount of damage.

    CNJ MAG. 6 - Increases the defense of all party members within range of the target.
    But CNJ MAG. 6 is already an AOE Spell. So the only Enhancing Magic spell for CNJ is MAG. 5

    Even with the introduction of WHM we get

    WHM MAG. 1 - Removes an enfeebling effect from the target.

    WHM MAG. 2 - Gradually restores the target's HP.
    WHM MAG. 1 is only arguably an enhancing effect, which means there are only 2, Maybe 3 enhancing spells.

    Is it really worth having CON ABL. 1? or should these other spells just have the toggle AOE option with the same effect? if its toggled on, you get the longer cast time/higher mp cost?


    note: I am aware this does not take into account cross classing of skills, and unfortunately due to being at work I dont really have time at the moment to check out all of the classes, but are there enough to justify having this ability?
    (3)

  2. #2
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    The thing is, they're getting rid of aoe toggle. Also I would imagine there would be more enhancing magic as the cap is raised eventually.
    (2)

  3. #3
    Player
    Junpei's Avatar
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    Ragnarok
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    Gladiator Lv 60
    So until WHM comes out, CNJ has an ability that only works with 1 Spell. And then get it gets another spell to use it with? I don't think that this is a sensible move away from the toggle.
    (2)

  4. #4
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    THM Mag. 2: Restores MP in proportion to damage sustained. Casts cannot be interrupted while effect is active.

    we have 2! lol
    (2)

  5. #5
    Player
    Junpei's Avatar
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    Gunso Gunso
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    Ragnarok
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    Gladiator Lv 60
    Doesn't sound as nice as

    CNJ ABL. 4 - Gradually stores MP while reducing HP. Effect fades and stored MP is obtained upon reuse.
    Since mages should not be getting hit!

    ::edit:: this is an ability not magic, so is not subject to the aoe ability.
    (0)

  6. #6
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    I guess it could be handy for some situations? lol
    (0)

  7. #7
    Player
    Junpei's Avatar
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    Character
    Gunso Gunso
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    Ragnarok
    Main Class
    Gladiator Lv 60
    Thaumatank?
    (0)

  8. #8
    Player
    AdvancedWind's Avatar
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    Character
    Ashley Zeibel
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    Sargatanas
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    Arcanist Lv 60
    Can't see much problem here, for three reasons:

    1 - Cap Increase may bring more enhancing spells to both Conjurer and other classes

    2 - The skill (and likely some of the new spells) can be cross classed

    3 - New classes / jobs may have more enhancing spells.

    So yeah, while it's not *that* useful right now, it will surely be in the future.
    (0)

  9. #9
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    Quote Originally Posted by Junpei View Post
    Thaumatank?
    YES I CAN TANK EVERYTHING AGAIN.

    Though known for their inherently weak defenses,
    nevermind... ; ;
    (0)

  10. #10
    Player HiirNoivl's Avatar
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    Hiir Noivl
    World
    Mateus
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    Marauder Lv 50
    Will spells for Conjurer be slightly more useless?

    That's impossible. It's like saying someone is slightly more dead.

    There are only 2 conj abilities worth anything. Cure and Stoneskin (or whatever else they're going to call the defense ability). Who cares about the rest.
    (1)
    Last edited by HiirNoivl; 11-28-2011 at 11:11 PM. Reason: Raise is just a cure... from 0

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