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  1. #1
    Player
    Mikita's Avatar
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    Mar 2011
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    Character
    Mikita Nightsong
    World
    Anima
    Main Class
    White Mage Lv 90

    CNJ Ability Setup Post 1.20

    Hi there, fellow Conjurers!
    There is a thread like this on the Thaumaturge sub-forum, and we had one on here on the Conjurer forum a while back -- but of course everything has changed since 1.20.

    The question:
    If you had every job at level 50 and could choose to put any ability on your bar, how would you fill your 10 available slots?
    And even if you don't have everything at level 50, how do you fill your bar now? ^^
    (0)

  2. #2
    Player
    Mikita's Avatar
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    Character
    Mikita Nightsong
    World
    Anima
    Main Class
    White Mage Lv 90
    I only have Conjurer and Thaumaturge at level 50.
    Everything else ranges from level 15 through 42... but here's how I have my bar set up.

    Thunder (THM)
    Fire (THM)
    Fira (THM)
    Necrogenesis (THM)
    Dark Seal (THM)
    Resonance (THM)
    Sanguine Rite (THM)

    Second Wind (PUG)
    Featherfoot (PUG)
    Sentinel (GLA)


    Possible changes to my bar:
    Invigorate (LNC) -- I may replace Necrogenesis with Invigorate since during boss fights I rarely have enough TP to use Second Wind.

    Chameleon (ARC) -- I used to have this pre-1.20, but now the Archer level at which you get it is much higher... so I need to work to get it back eventually. ><
    Once I have it, I might replace Dark Seal with Chameleon.

    Quelling Strike (ARC) -- May be useful instead of Fira.
    (0)

  3. #3
    Player
    Estellios's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Always:
    Chameleon
    Second Wind
    Featherfoot
    Decoy
    Dark Seal
    Sanguine Rite
    Necrogenesis
    Resonance
    Usually:
    Sentinel
    Invigorate
    I may sometimes drop the last 2 for Fire and Fira or Thunder depending on what I'm doing. I actually didn't realize we could cross-class Quelling Strike or that it worked with Magic so I will have to put that on sometimes.
    (0)

  4. #4
    Player
    Mikita's Avatar
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    Character
    Mikita Nightsong
    World
    Anima
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Estellios View Post
    I may sometimes drop the last 2 for Fire and Fira or Thunder depending on what I'm doing. I actually didn't realize we could cross-class Quelling Strike or that it worked with Magic so I will have to put that on sometimes.
    I'm not sure about Quelling Strike. I've never used it, but from the description it sounds like it might be useful?

    Reduces enmity and increases TP generated by next attack. Does not affect auto-attacks.
    Recast Time: 60sec. / Duration: 30sec.

    Do you know how much MP Decoy consumes?

    Consumes MP to evade a single ranged or magic attack.
    Recast Time: 90sec. / Duration: 60sec.
    I see you have both Featherfoot and Decoy on your bar. Do you use them alternately?
    That might be quite useful as long as the MP cost for Decoy is minimal. ^^
    (0)

  5. #5
    Player
    Estellios's Avatar
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    Mar 2011
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    Ul'dah
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    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quelling strike doesn't specify that Magic attacks don't work, like blindside does, so I'm assuming it works with magic.

    At L50 Decoy takes 280 MP. I mostly use it when I see an enemy readying a DoT spell because they last a long time and it kills my MP. That's pretty much the only time I use it, I rarely have a use for the THM spells so I never take Decoy off. Eventually if we see enemies with big-hitting AOE spells or if it is able to block some enemy skills it will become more useful.
    (0)

  6. #6
    Player
    Mikita's Avatar
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    Character
    Mikita Nightsong
    World
    Anima
    Main Class
    White Mage Lv 90
    Hmm... After talking with some other Conjurer friends in game, it seems that for the most part, many Conjurers may have their ability bar set up almost the same with only a few very minor variations?

    Here is a list of all the abilities available to us from all classes. (the list doesn't include cross-classable abilities that do not affect spells)

    RED are abilities that are pretty much worthless to mages.
    VIOLET are of questionable value to mages (IMO)

    There are 22 abilities on the list.
    Eliminating the red and purple abilities, we are left with 14 that are generally useful to mages. And we have 10 slots at R50... so I guess there isn't really much need for discussion around this?



    Pugilist

    Featherfoot - Greatly increases evasion and restores MP when an attack is evaded. Effect fades upon evasion or after a certain period of time elapses. Recast Time: 60sec. / Duration: 30sec.

    Second Wind - Restores HP. TP: 250 / Recast Time: 45sec.

    Gladiator
    Rampart - Increases physical defense and generates massive enmity. Recast Time: 120sec. / Duration: 60sec.
    (in general we probably don't want to be increasing our enmity -- but nice when someone else in the party uses it on us)


    Flash - Increases target's enmity. Recast Time: 30sec.
    (in general we probably don't want to be increasing our enmity)


    Shield Bash - Delivers a melee attack with your shield. Chance to inflict Stun. TP: 250 / Recast Time: 30sec. / Duration: 5sec.
    (may be useful, but we usually aren't that close to our targets if possible?)


    Sentinel - Temporarily reduces damage taken. Increases enmity generated by actions while effect is active. Recast Time: 90sec. / Duration: 15sec.

    Outmaneuver - Increases block rate and grants TP for each block made while effect is active. Recast Time: 90sec. / Duration: 30sec.
    (possibly okay if soloing?)


    Marauder
    Foresight - Increases parry rate. Effect fades upon parrying an attack. Recast Time: 60sec. / Duration: 30sec.
    (do mages ever parry?)


    Provoke - Increases target's enmity. Recast Time: 30sec.
    (in general we probably don't want to be increasing our enmity)


    Archer
    Decoy - Consumes MP to evade a single ranged or magic attack. Recast Time: 90sec. / Duration: 60sec.

    Hawk's Eye - Increases physical accuracy. Recast Time: 90sec. / Duration: 15sec.
    (we don't really benefit from physical accuracy)


    Quelling Strike - Reduces enmity and increases TP generated by next attack. Does not affect auto-attacks. Recast Time: 60sec. / Duration: 30sec.

    Chameleon - Reduces enmity.
    Recast Time: 180sec.

    Lancer
    Invigorate - Grants TP. TP does not diminish out of combat while effect is active. Recast Time: 90sec. / Duration: 30sec.

    Keen Flurry - Consumes HP to reduce recast time of next weaponskill. Recast Time: 90sec.
    (we don't have any weaponskills do we?)


    Thaumaturge
    Thunder - Deals lightning damage. Cast Time: 2sec. / Recast Time: 6sec.

    Necrogenesis - Restores HP when next attack spell is cast. Recast Time: 90sec. / Duration: 30sec.

    Fire - Deals fire damage to target and enemies near it. Cast Time: 3sec. / Recast Time: 8sec.

    Dark Seal - Increases magic accuracy of next cast. Recast Time: 90sec. / Duration: 30sec.

    Resonance - Increases range of next cast. Recast Time: 90sec. / Duration: 30sec.

    Sanguine Rite - Restores MP in proportion to damage taken. Casts cannot be interrupted while effect is active. Recast Time: 60sec. / Duration: 20sec.

    Fira - Deals fire damage to target and enemies near it. Combo Action: Fire Combo Bonus: Reduced cast time. Cast Time: 5sec. / Recast Time: 16sec.
    (0)
    Last edited by Mikita; 01-18-2012 at 10:24 AM.

  7. #7
    Player
    Estellios's Avatar
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    Ul'dah
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    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Rampart, Shield Bash, and Outmaneuver are very useful while soloing, since you don't have to worry about enmity, Stun in a pinch is very helpful, and increasing your block rate reduces your damage taken. If you're soloing you should have your weapon out so you can shield block or staff parry, as you don't recover MP while passive and something is actively attacking you, so you might as well get some use out of your shield.

    I almost always use staff except when main healing in some fights, when I wouldn't be in active mode to have my shield out, so I don't use ability space for those shield abilities. For those CNJs that prefer a wand and shield for soloing, more power to them to use them, I know I would probably use Outmaneuver over Sentinel and Shield Bash over one of the Thm spells or Invigorate.

    Thinking about it now, Foresight would probably be worth looking into for soloing with a staff.
    (1)
    Last edited by Estellios; 01-18-2012 at 10:57 AM.

  8. #8
    Player
    Mikita's Avatar
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    Mar 2011
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    Character
    Mikita Nightsong
    World
    Anima
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Estellios View Post
    Rampart, Shield Bash, and Outmaneuver are very useful while soloing, since you don't have to worry about enmity, Stun in a pinch is very helpful, and increasing your block rate reduces your damage taken. If you're soloing you should have your weapon out so you can shield block or staff parry, as you don't recover MP while passive and something is actively attacking you, so you might as well get some use out of your shield.

    I almost always use staff except when main healing in some fights, when I wouldn't be in active mode to have my shield out, so I don't use ability space for those shield abilities. For those CNJs that prefer a wand and shield for soloing, more power to them to use them, I know I would probably use Outmaneuver over Sentinel and Shield Bash over one of the Thm spells or Invigorate.

    Thinking about it now, Foresight would probably be worth looking into for soloing with a staff.
    Thanks. Good advice for soloing! ^^

    I guess the people I spoke with last night and myself tend to be focused more on doing the Moogle and Ifrit battles, so the viewpoint was slanted towards the party-play point of view and not generating enmity.
    (0)

  9. #9
    Player
    Soukyuu's Avatar
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    Mar 2011
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    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Using Sentinel is kinda shooting yourself in the foot because of the increased enmity on all of your actions while it's active. Your teammates won't be able to take the mob off you if you'll have to heal yourself while the mob is hitting you, so I'm only using it to survive hellfire/memento or maybe solo...
    (0)

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  10. #10
    Player
    Estellios's Avatar
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    Mar 2011
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    Ul'dah
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    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    That is, quite honestly, the only reason I use it but at the moment I'm either doing Ifrit or soloing on CNJ when I play it lately so it's a mainstay on my bar for now.
    (0)

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