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  1. #1
    Player

    Join Date
    Jun 2011
    Posts
    19
    Quote Originally Posted by Klive View Post
    This really depends one what you end up killing. For example, when they put me against fire and lightening elemental it is going to be a long slow fight, since they resist my two main damage types. However, if something it weak, or even neutral, to fire or lightning I can drop enemies by my second spell.

    Edit: The main issue with the mana regen of the THM is that it is passive. CNJ has two abilites that it can watch and use to get mana. The THM has two, but one require you to nuke something and hope you do enough damage to get a return. The other require you two take damage and require 300+ MP just to turn it on. So the THM sits and waits for mana to come back, and when you in passive mode and have no threat the regen is rather good. The problem is I'm standing there... doing nothing to get mana back. I'll still play THM b/c I love the nukes, but I admit standing still in a fight to get mana back is kind disconnecting for a fight.
    Good point. I did struggle with the elementals as well. My only point was to show that acting like THM is some how So far behind because of its massive MP cost and rediculous slow MP regen is more than over exaggerating.

    While I do agree, Standing around to get MP back because of a lack of serious abilities like CNJ has does feel a bit awkward. But for me, that feeling is masked by the fact that the nukes are just so much damage. BLM abilities will help this I'm sure, and it's unfortunate that THm has found itself in a purgatory between updates.

    That said though, I think people really need to man up and accept the fact that just because you arn't spamming damage constantly doesn't mean the class is low damage or that They are in "dire need" of an MP reduction.

    Tonight when my LS does ifrit (i have some new Magic accuracy gear to help lower resists on him), a friend of mine will be parsing and if able I'll have him send all the info my way to post here.
    (0)

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    994
    Quote Originally Posted by Klive View Post
    This really depends one what you end up killing. For example, when they put me against fire and lightening elemental it is going to be a long slow fight, since they resist my two main damage types. However, if something it weak, or even neutral, to fire or lightning I can drop enemies by my second spell.

    Edit: The main issue with the mana regen of the THM is that it is passive. CNJ has two abilites that it can watch and use to get mana. The THM has two, but one require you to nuke something and hope you do enough damage to get a return. The other require you two take damage and require 300+ MP just to turn it on. So the THM sits and waits for mana to come back, and when you in passive mode and have no threat the regen is rather good. The problem is I'm standing there... doing nothing to get mana back. I'll still play THM b/c I love the nukes, but I admit standing still in a fight to get mana back is kind disconnecting for a fight.
    sometimes the vastly hated "speculations" arent really speculations at all. you really can gauge how things turn out according to what the ability list says it does.
    from day 1 of the first list of class abilities appeared i did nothing but say that THM will be sitting around in parties which also means lol"long" fights will be a THMs largest weak point.
    then when the Moogle promo video came out i saw the mages do pretty much nothing while melees were rocking it.

    EVERY class/job should be just as VIABLE in one way or another which forces you to contribute just as much in their own way as every other class in group and solo content.

    SE has a very twisted view on the MP aspect of their online games.

    Managing MP should exist but they take it too far in both FFXI (well pre SCH and Syphon MP updates anyway) and FFXIV.
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  3. #3
    Player
    SniperRifle's Avatar
    Join Date
    Mar 2011
    Posts
    639
    Character
    Sniper Rifle
    World
    Excalibur
    Main Class
    Goldsmith Lv 50
    I like THM a lot too. It's headed in the right direction for sure.

    1) Parsimony allows you to cast 1 spell for no mp (practically).
    2) BLM's first Ability will be Convert (might have a different name.) Swapping current HP w/ MP.

    Which will be great for MP, depending on the recast. Either way, it'll make MP easier to control then how it already is.
    (0)

  4. #4
    Player

    Join Date
    Jul 2011
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    77
    Quote Originally Posted by SniperRifle View Post
    I like THM a lot too. It's headed in the right direction for sure.

    1) Parsimony allows you to cast 1 spell for no mp (practically).
    2) BLM's first Ability will be Convert (might have a different name.) Swapping current HP w/ MP.

    Which will be great for MP, depending on the recast. Either way, it'll make MP easier to control then how it already is.
    Right but for 2-3 months we'll be with out convert...
    (0)

  5. #5
    Player
    SniperRifle's Avatar
    Join Date
    Mar 2011
    Posts
    639
    Character
    Sniper Rifle
    World
    Excalibur
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Anon View Post
    Right but for 2-3 months we'll be with out convert...
    Well I go THM for Ifrit now so it still has a purpose. I find THM has a use in long fights if you can stand still as much as possible. Any movement cuts down on MP regen. For instance, if you're in a spot you know cannot be hit by Plumes or Cyclone, you can sit there on your THM. Only moving for cracks, perhaps Vulcan if you're in range. Although, you shouldn't have to be in range since THM can cast the length of a football field now + Resonance.
    (0)

  6. #6
    Player
    Teakwood's Avatar
    Join Date
    Oct 2011
    Posts
    589
    Character
    Vai Greystone
    World
    Zalera
    Main Class
    Arcanist Lv 90
    I have a feeling BLM will solve many of THM's MP issues in party play; solo I've had a lot of fun with Sanguine Rite and Featherfoot and stuff with respect to keeping my MP up, which seems to be exactly what they meant to do when they differentiated roles between job and class; it's just that things are a little weird still at level cap because classes are available but not jobs yet.
    (0)
    7UP!


  7. #7
    Player
    Llewelyn's Avatar
    Join Date
    Sep 2011
    Location
    Limsa Lominsa
    Posts
    91
    Character
    Llewelyn Lorwerth
    World
    Balmung
    Main Class
    Arcanist Lv 24
    I'd definitely like to see this as well.
    (0)

  8. #8
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Support the OP's suggestion.

    Although I have an alternative suggestion:-
    Add a stance (maybe a blm one) to half the dmg output and half the mana cost on all spells.

    This may sound a bit drastic but it will mean that THM can sustain its damage better over an entire boss fight and not run out 2 mins into a fight.

    This way THM can use its normal stance for solo content and its mana saving one for boss fights.
    (0)

  9. #9
    Player

    Join Date
    Jun 2011
    Posts
    19
    Quote Originally Posted by Jinko View Post
    Support the OP's suggestion.

    Although I have an alternative suggestion:-
    Add a stance (maybe a blm one) to half the dmg output and half the mana cost on all spells.

    This may sound a bit drastic but it will mean that THM can sustain its damage better over an entire boss fight and not run out 2 mins into a fight.

    This way THM can use its normal stance for solo content and its mana saving one for boss fights.
    I can get behind this idea. Or something similar along these lines. The only problems I see is if a fight requires insane amounts of moving (ifrit doesn't count, you can stand still for most of hte fight if you know what you are doing) to survive in which you barely get any time at all to stand still for MP regen. And when I say that i mean, moving every 10 seconds or so.

    So to have the ability to draw out your MP for less damage would be a great trade off. There would need to be more to it though. If you are going to create a stance there would need to be more drawback too it as well. To prevent the stance from being something that people just leave on all the time. like a +50% damage taken or something. that way it's more of a case of "Watch your hate like a hawk, if you don't you are screwed" instead of "manage your MP and stay still, or you're screwed".
    (0)

  10. #10
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    I am a bit worried about the longevity of thm in bigger fights in the mean time between now and 1.21. That being said, Holy hell is the class fun to play now.
    (0)
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