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  1. #1
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50

    THM(BLM) Combo's and Mages active mode

    First I would say THM is my Second favorite class in the game and I would like to see some adjustments to its combo's. Also i feel like they should let us recover mp in active mode under a few conditions and also bring back Spirit/Phantom Dart.


    THM(BLM) Problems:

    1)The problem with THM(BLM) at the moment is that it is forced into using 5 spells for single target damage and only 3 of them being combo spells.

    2) One day its gonna get to the point where this class is gonna be singled out and that's not a good thing for people who only want to play one class.

    3) Right now THM(BLM) needs more ways to use its spells than just spamming thunder combos(Flash backs of FFXI @.@)

    New combos for THM(BLM):


    Allow THM(BLM) to be able to convert fire spells into single target, an example of this would be:

    Blizzard > Fira > Firaga:

    Doing this would ensure that BLM has a way to dmg every monster type in the game with out worry of it fully resisting their spells. As of right now i can't think of any element that resist both Blizzard and Thunder at the same time(could be astral or umbral).

    More combo idea's http://forum.square-enix.com/ffxiv/threads/42658-Combos


    MP Regeneration in active mode:

    I Feel every time they make a cool looking weapon for THM/CNJ I think to my self what's the point.

    How MP Regeneration currently works:

    1) MP starts to regen after a few seconds of standing still.

    2) MP can Regen while in combat but only if the monster does not land a hit on you and you are in passive mode. This means the monster would have to miss you about 3 times before your mp started to regen even if you have flashing red hate.

    3) Taking any action or moving will reset your mp regen timer to 0, and you will have to wait a few secs again for it to build up.

    So that's basically how MP Regen works in passive mode.

    If Regen worked the same for active mode as i stated above I feel like we could use the cool weapons they make for us instead of them just being sticks with stat enhancements.


    Spirit Dart/ Phantom Dart:

    I would love to see these two skills return to THM/CNJ in forms of Ranged AA with some actual animation this time. I also feel the AA dmg should be really weak like it currently is.
    (5)

  2. #2
    Player
    Cer's Avatar
    Join Date
    Mar 2011
    Posts
    72
    Character
    Crowne Corbeau
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    I too am not a big fan of how active casting worked. I didn't necessarily like the negative effects of being active and a mage. I did however think it looked better. I'll never understand why mages have an active mode or a weapon in general. The staves and wands or whatever is there to channel magic. That's the purpose of them, there should be a channeling animation. By the current logic both CNJ and THM should just have magic enhancing gloves.

    I didn't like spirit dart or phantom dart at first, but that was because it A. had no animation and B. Took a long time, and was mostly just for TP. Which is pretty useless. However if you wanted to expand on that idea of turning fire into single target you could have Phantom Dart > Fire > Fira >Firaga or w/e.

    I think its way too far in to make these kinds of adjustments. I just hope they make some sort of unique magic casting for each race like FFXI for 2.0. Lalafell look like they actually put effort in their casting while everyone else looks bored.
    (2)
    Last edited by Cer; 05-28-2012 at 03:44 AM.

  3. #3
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    It's better if they just develop new mage classes around the concept of casting single target fire or ice magic with combos to it. If you begin to add more and more combos to the mage classes then you make it that much harder to develop new mage classes. They could create the class Pyromancer which magical line and abilities are mainly tailored towards fire magic.

    Flame "Single Target fire dmg"
    Flame Shield "AOE buff which reduces fire dmg as well as improve fire potency"
    Blaze Spikes "Self buff sets a fire based spike shield that deal dmg to others when they hit you chance to burn target"
    Burn "single target fire, high chance to Burn target"
    Scorching Flame "Single target fire
    Eruption "AOE fire dmg"
    Flame of Rebirth "Self RR"
    Rise from the ashes "Raise"

    Flame-Burn-Eruption Combo=increase burn effect, Increase dmg
    Flame-Scorching Flame-Eruption Combo= lower fire resist, Changes to single target.
    ------------

    Then of course why does a job crystal have to be entitled to one class,it could very well be compatible with other classes and have quest to unlock the soul of a pyromancer's BLM potency.

    Flare "Single Target Fire dmg" Combo Scorching Flame "Increases dmg"
    Blaze "Deals extra dmg with Burn on foe, single target" Combo: Burn "Increases duration of burn effect"
    Burning Soul "Sacrifices HP to deal more dmg on next magical att"
    Depths of Hell "Creates a domain that deals fire dmg to all enemies standing in it (DoT that last til the domain disappears)"
    Meteo "Single target non-elemental dmg" Combo Flare "changes to fire dmg"

    ------------

    I just think it's better to think of mage classes which can be introduced to the game rather then say let's add more utility to x mage class, when we only have 2. I would understand your suggestions if perhaps the ratio for melee/mage classes was even but when it's a 5-2 ratio then you have to first consider how can we add more mage classes to the game rather then, let's just give this mage class more abilities/combos.
    (0)

  4. #4
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Airget View Post
    It's better if they just develop new mage classes around the concept of casting single target fire or ice magic with combos to it. If you begin to add more and more combos to the mage classes then you make it that much harder to develop new mage classes. They could create the class Pyromancer which magical line and abilities are mainly tailored towards fire magic.

    Flame "Single Target fire dmg"
    Flame Shield "AOE buff which reduces fire dmg as well as improve fire potency"
    Blaze Spikes "Self buff sets a fire based spike shield that deal dmg to others when they hit you chance to burn target"
    Burn "single target fire, high chance to Burn target"
    Scorching Flame "Single target fire
    Eruption "AOE fire dmg"
    Flame of Rebirth "Self RR"
    Rise from the ashes "Raise"

    Flame-Burn-Eruption Combo=increase burn effect, Increase dmg
    Flame-Scorching Flame-Eruption Combo= lower fire resist, Changes to single target.
    ------------

    Then of course why does a job crystal have to be entitled to one class,it could very well be compatible with other classes and have quest to unlock the soul of a pyromancer's BLM potency.

    Flare "Single Target Fire dmg" Combo Scorching Flame "Increases dmg"
    Blaze "Deals extra dmg with Burn on foe, single target" Combo: Burn "Increases duration of burn effect"
    Burning Soul "Sacrifices HP to deal more dmg on next magical att"
    Depths of Hell "Creates a domain that deals fire dmg to all enemies standing in it (DoT that last til the domain disappears)"
    Meteo "Single target non-elemental dmg" Combo Flare "changes to fire dmg"

    ------------

    I just think it's better to think of mage classes which can be introduced to the game rather then say let's add more utility to x mage class, when we only have 2. I would understand your suggestions if perhaps the ratio for melee/mage classes was even but when it's a 5-2 ratio then you have to first consider how can we add more mage classes to the game rather then, let's just give this mage class more abilities/combos.
    Aye but giving blm the ability to use single target fire spells wont take away from other classes when they are introduced.
    (0)

  5. #5
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Cer View Post
    The staves and wands or whatever is there to channel magic. That's the purpose of them, there should be a channeling animation.
    This would be nice
    (0)

  6. #6
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Firon View Post
    Spirit Dart/ Phantom Dart:

    I would love to see these two skills return to THM/CNJ in forms of Ranged AA with some actual animation this time. I also feel the AA dmg should be really weak like it currently is.
    100% agree with you here. i would also like to see flashfreeze return, but in a modified form as part of a combo.

    1. phantom dart
    2. freeze
    3. flash(element) with ice would be like it froze the target and you threw a magic burst and exploded the ice.

    things like these would add some versatility to combo's instead of thunder thunder thunder thunder thunder spam that we have now. it could also add an incap move for the mage classes as both the cnj and thm had theirs removed.
    (0)


    http://crystalknights.guildwork.com/

  7. #7
    Player
    Rau's Avatar
    Join Date
    Mar 2011
    Posts
    2,143
    Character
    Rau Berlioz
    World
    Excalibur
    Main Class
    Warrior Lv 90
    give a potency boost to active mode, but no MP regeneration. there needs to be a tradeoff.
    (2)
    Quote Originally Posted by Eemeefu View Post
    This thread is not a beautiful or unique snowflake.

  8. #8
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Rau View Post
    give a potency boost to active mode, but no MP regeneration. there needs to be a tradeoff.
    Running dry without a BRD makes it an unfair tradeoff. MP regen, especially with the larger numbers used in this game, is non-negotiable. It was dumb to remove MP regen in active mode, anyways.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #9
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Rau View Post
    give a potency boost to active mode, but no MP regeneration. there needs to be a tradeoff.
    What are you saying its gonna work the same as passive mode... You having your wep out will have no benefits did you read how mp regen works?
    (0)

  10. #10
    Player
    Kafeen's Avatar
    Join Date
    Mar 2011
    Posts
    463
    Character
    Valega Kazenoko
    World
    Excalibur
    Main Class
    Fisher Lv 80
    Quote Originally Posted by Firon View Post
    New combos for THM(BLM):


    Allow THM(BLM) to be able to convert fire spells into single target, an example of this would be:

    Blizzard > Fira > Firaga:
    Rather than mixing elements to change target methods I'd rather just see the different types of spells available for each element. Each element having a low cost/low damage spell => high cost/high damage spell => multiple target spell.
    (1)