Well im gonna update the OP to say at least an 50% reduction in mp cost cause i think that is fair.
Well im gonna update the OP to say at least an 50% reduction in mp cost cause i think that is fair.
I will have to agree here, the damage is well worth it. That's what I feel like I should be doing as a nuker. It's the huge spike damage we do that makes us who we are.Tonight doing Ifrit I was playing on my THM for the first time with my LS, just to mess around as we re-learned the fight. THM damage when unresisted is pretty amazing compared to just straight physical damage dealing. I can easily deal 1200 damage in a single thunder chain without magic crits right after Ifrit uses a TP move. Most of the melee's in my LS at most could get off around 550-600 damage doom spikes (non-combo). otherwise the most damage they could do in a full combo (provided they could get it off) was around 500-600 at best. including the damage dealt for TP gain.
And since Ifrit has clear moments of staying still and not acting, you can get MP back relatively reliably with no real problems to maintain damage.
Also, I solo'd spikes pre-helfire in about 15-30 seconds depending on crits. Our LS now consistently gets all 4 spikes down with time to spare before Hellfire. This is in large part to THM's ability to burst things down quickly and effectively.
In all honesty I think MP consumption and damage potential of THM is fine. You just have to play it well, and managed.
If Mp consumption was lowered, damage would need to be lowered in large part as well. I rather it stay the way it is.
MP management will take some getting used to, especially since we are used to the LOL20MP cost (or whatever it was) before patch.
Waving it would be insanely OP. Cutting some cost... yeah, a bit.
Updated the OP
cutting the cost will be good. since no more drain and siphon mp, its kind of suicide i think
Waived* combos*
Oh, and I agree.
While I agree with you, it remains that they need to give us some love on magic combos.Longer fights, I use combos very little. Where combos are great burst, mana efficient they are not. I do not do my full thunder line combo unless I have Parsimony up for thundaga. Second the job are not out yet. The Black Mage is more geared for longer fights and group work.
This ability, from black mage, BLM Abl. 1 Switches current HP and MP values
will help with this long fight and make you white mage hate you at the same time.
Edit: Effective Mana management is going to be the defining mark of a good THM player. At least, that is what I believe.
1.1k MP for the Thunder chain, where as on my LNC I never seem to run out of TP. Invigorate, coupled with auto-attacks only leaves out of TP for about 10 seconds. I sit on 3000 TP waiting for Keen Flurry/Doomspike/ChaosThrust to come off cooldown.
Or fix food to give increased (noticable) MP regen or flat eat/drink = decent MP gain. (more than 80MP for an Ether +3, and with a shorter cooldown)
What do you think?
I'd say it's a matter of discipline.
Don't overnuke. Don't waste your MP on a combo if a combo isn't necessary.
But I'd rather have the option for a giant, high MP megablast than have nothing but watered down, cheap mini-nukes in my arsenal just for the sake of staying busy.
(original by GalvatronZero)
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