
Originally Posted by
rwyan
I've been playing off and on since release. THM is my main and since my return, I'm a bit conflicted about the state of the armory/class/job system as a whole - especially the THM.
Things I don't like -
1. The dark and light theme of the previous incarnation
2. The variety of spells and cross class abilities
3. All those modify buffs (turn next cast into hp drain, increase crit rate until you crit, etc...)
Things I like -
1. Overall, combat has a better flow to it
2. Spells and their effects are reliable, or at least more so than before the revamp
Some general thoughts:
Previously, THMs commanded umbral and astral based spells. Umbral being comprised of earth, water, and ice. Astral being comprised of lightning, wind and fire. Now, we're masters of lightning, fire and ice and conjurers being masters of earth, wind and water (apparently, cure is water based). So now, conceptually, we have a bit of an identity crisis as we don't master the umbral half or the astral half but 2/3 of the umbral half and 1/3 of the astral half. However, according to what I've read here, the current state of CON and THM are more reflective of the BLM and WHM jobs of older FF games - which I'm perfectly fine with and I hope they resolve the lore come 2.0
Functionally, I don't have many qualms with the class. Like I mentioned, combat has a better flow to it. If anything, my biggest peeve are all these buffs that modify the next cast. It's almost like I have just as many of those as I do spells. My other gripe has more to do with the armory system and job systems. There needs to be more variety in cross-class abilities, and why are jobs 1 to 1? Why wasn't it designed such that Lancers and Marauders could be Paladins. Or, why can't all the DoW be Warriors?