Quote Originally Posted by rwyan View Post
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?
I disagree. Neither one is a master of either. Black mage/Thaumaturge main spells is the lightning combo, and it's really only Thunder and thundara. Conjurer/ White Mage is situational like moogle fight with the first stage. Masters would be good at every spell they have, this game makes most spells god damn unusable. Lolice and where is water? Fire being aoe only, it's dumb I am sorry, I want the AOE toggle system back. And it lacks the oomph that thundara has when comboed.

Sleepga is awesome the first time, that's it. The second time you might as well not even bother, because it comes off so quickly. This should be an example to how other enfeebles that might come out again, like paralyze. That spell will be useless in no time flat after it's first use on a mob. The enfeeble spells have been made useless by making mobs resist it after each use. Oh course they didn't say how long it would take for the timer to reset so the spell is fully useful. You know how many people would ask for another change if they announced that. And people will hardly notice because everything is becoming a zergfest again. Look at Princess in CC.

What needs to be done is Disciple of Magic needs to have this:
15 ability cap removed.
Bring back toggle aoes for just Thaumturge/Black Mage spells.
Black mage only, gets all elemental spells and all tiers.
White Mage/Conjurer keeps or remove aero/stone, but get Scourge/Banish again combos.

This way black mage is useful in all situation, Conjurer/White Mage still has a damage output.