

blackmage get convert and bard get a spell for everyone to get MP so i don't see a issue why complain they don't hate it just make sense for something to cost a lot when jobs going to be overpower vs class just deal with it too then.CNJ is more than fine as is. THM has some difficulty, but with each passing day players are figuring out how to play the class effectively.
The only thing that changed for mages is that they aren't easy mode to play anymore. One has to be very proficient at multitasking and managing many resources properly. That much should be expected from a mage class in my opinion.
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CON is the one job that has always been desirable since 1.18.
THM can solo chain faster than any class once it gets Thundara. Just pick things that are weak to Thunder i.e. all manner of jellyfish in Limsa.
BLM could very well be the best DD job in the game depending on how long Convert recast is and how effective BRD refresh is.
Even now, THM has already been established as the best DD job for Ifrit.
So no, SE doesn't hate mages. I think you need to re-evaluate how you play your class.



"MP managament isn't a strategy"
Neither is observing your enemy in a war, yet it's lumped into tactics/strategy because a strategy is merely a way to proceed with something that requires thinking or planning -- If a strategy says the fight is an endurance fight, guess what that means? You'll have to manage your MP till x period of time then you can either go all out (depending on battle) or it's a period of rest for the mages.
That is indeed strategy, know what isn't strategy? Mindlessly bashing on mobs and AoEing everything to death in "action" based MMOs.
I've never fallen low on MP in most cases unless I'm over-nuking and getting way too much hate anyways or get at least a chain 4-5 solo on mobs 4-5 ranks above me.
I had 0 MP issues during Ifrit fight (Haven't done Thaum in King mog yet so not sure) I find the "Need" people find they are having is just being overzealous with their spells anyways. God forbid SE expects us to strategize and not just nuke things into the ground and pump out never ending AOE cures.
The MP costs are higher, the damage output is much greater. You need to have a balance of the two.
As a mage you have to be aware for you MP pool just as a melee has to be aware of their HP pool. You need to manage your ability to continue to pump out spells mob after mob, if you start to run low it's time for a rest, Just as a melee has to rest as their HP becomes low.
Thm is fine solo, you chain with ease. In fact they are top tier DD in and out of party play.



The real issues are the following with mages;
Elemental wheel exclusivity. How do you make it so every element can be used in the same capacity (aoe/single target) without an interface nightmare (the dreaded aoe toggle) -- thankfully the toggle has been removed. Sadly, if they still want elements to mean anything important it means that they need to figure out a way to implement more unique elemental abilities.
Stationary mage syndrome. This is a terrible mechanic carried over from XI and many other OLD and ARCHAIC games. The mechanic is not appropriate for modern day games. Nobody wants to sit around while the other players get to have fun and use their abilities. Just because we're healers and/or nukers doesn't mean we should sit around 60% of the fights trying to regenerate mana. This is clearly not as BIG of an issue as it was in XI, but regardless stats need to determine MP regeneration --- not standing absolutely still. How moronic. Shame on SE for re-implementing this garbage. Let me make it clear that this is not a case of "I don't have enough MP," this is a case of "I am twiddling my thumbs, unable to do anything, because I am standing around like a complete dolt during a battle -- in which case I probably should be moving."
Lack of available supporting armory system classes. This is just a case of premature launching. There were two additional classes (Arcanist/Mystic) planned, yet SE figured it would be a fantastic idea to launch without including them. Fortunately, the class/job redos are probably beneficial to mages due to removing the terrible AOE toggle, the AOE conal/radial debauchery, they still need to remove the "CONFIRM SPELL BY HITTING ENTER ON EVERYTHING" blahblah. Thankfully Arcanist for sure will get added before 2.0 -- Mystic hasn't been discussed up to this point.
Mage stats are stupid. Vitality for enhancing magic? Really? Double tiered stats (enhancing/enfeeble)??? Like many things, all stats just need to be redone again. Suggestions: Enhancing magic should not be tied to vitality, it should be attached to mind. Piety should be removed as a base stat, and enfeeble should be attached to INT. Raw MP can be split between MND and INT. The 'tiered' system for enhancing and enfeebling magics simply dictate that it isn't worth the cost/benefit trade-off to socket your gear for enhancing/enfeebling versus healing potency, MATK potency, MACC, or even raw MP.
Mage itemization is terrible. Primal mage itemization is horrible and completely a slap in the face compared to melee/archers. We're really going to MELEE for MP regen chance? Why is that even on there if it only works for melee? Make it on spellcast if anything. Other items should probably looked at as well, especially if stats are redone.
Last edited by Tibian; 01-11-2012 at 11:41 AM.



The stats make sense, actually -- Someone wanting to only focus on 1 set of gear doesn't mean the direction of stat mods is "stupid" -- Just means they don't want to have to ever have more than 1 set of gear in their career.



Carrying around different sets of gear isn't the issue. The issue is how the stats work. Increasing a tiered enhancing magic for protect for one more defense is not appropriate to gear for. Even if its 10 more defense it still isn't appropriate to gear for. The stats need to have a profound impact, otherwise we're going to end up with values like +2700 enhancing magic in the next two expansion packs --- or the game will still feel the same with the same difficulty.
Returning to the gear sets... at most you should really only need two or three sets of gear per class. It is pretty horrible to carry around multiple sets of gear for every class you want to play. I don't want this to turn into another XI where you need to swap weapons every spell you cast. How dumb.
Mp needs small strategy, big deal.
I'd complain more about the pathetic spell selection and how they thought conj or thm could replace whm and blm.
Blm just as a "mode in pt" simply isn't anywhere near good enough.
Give us real jobs because the classes and the so called class differences are a joke even after all this time SE has dedicated to rescuing them.
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