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  1. #21
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Well im gonna update the OP to say at least an 50% reduction in mp cost cause i think that is fair.
    (0)

  2. #22
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Zigirus_Essan View Post
    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.
    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.

    MP management will take some getting used to, especially since we are used to the LOL20MP cost (or whatever it was) before patch.
    (0)

  3. #23
    Player Vackashken's Avatar
    Join Date
    Mar 2011
    Posts
    1,165
    Character
    Vackashken Zuth
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Waving it would be insanely OP. Cutting some cost... yeah, a bit.
    (1)

  4. #24
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Updated the OP
    (0)

  5. #25
    Player
    Rau's Avatar
    Join Date
    Mar 2011
    Posts
    2,143
    Character
    Rau Berlioz
    World
    Excalibur
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Albio View Post
    It would balance out in the long run, but right now, it's still SE <3 ARC and </3 everything else.

    .
    Fixed that for you.
    (1)
    Quote Originally Posted by Eemeefu View Post
    This thread is not a beautiful or unique snowflake.

  6. #26
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    cutting the cost will be good. since no more drain and siphon mp, its kind of suicide i think
    (0)

  7. #27
    Player
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    1,646
    Waived* combos*

    Oh, and I agree.
    (0)

  8. #28
    Player
    Forerunner's Avatar
    Join Date
    Jun 2011
    Location
    Reach
    Posts
    536
    Character
    Danny Leonhart
    World
    Zodiark
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Klive View Post
    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.
    While I agree with you, it remains that they need to give us some love on magic combos.

    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?
    (0)

  9. #29
    Player
    AmyRae's Avatar
    Join Date
    Mar 2011
    Posts
    550
    Character
    Amy Rae
    World
    Hyperion
    Main Class
    Conjurer Lv 32
    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.
    (4)
    (original by GalvatronZero)

  10. #30
    Player

    Join Date
    Jul 2011
    Posts
    289
    Quote Originally Posted by Zigirus_Essan View Post
    If you don't like standing around waiting for MP back on THM, go play something else. It's a burst DD class.
    So thaumaturges are useless in a raid/boss encounter.
    (0)

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