I wondered if anyone could list the diffrent skills that would be usefull for a THM, aquired trough any of the jobs.
It whould be nice to know what to go for and to know what that whouldn't fit in my own build ^^
I wondered if anyone could list the diffrent skills that would be usefull for a THM, aquired trough any of the jobs.
It whould be nice to know what to go for and to know what that whouldn't fit in my own build ^^
oh and btw "First"!
xD Spint, congrats on firsting the Thaumaturge forum.
To answer your question, Conjurer is an excellent complement for Thaumaturge all the way through to rank fifty. First of all you get your party buffs (Protect, Shell, Stoneskin, Shock Spikes) as well as a second Cure. You get the second tier of elemental nukes at 24. Sleep, learned at CON32, is a pretty big one, it goes great with Thaumaturge's AoE for nice crowd control. Profundity II at rank 34 is great for your nukes, you can also use it with your Shadowfall for a nice instant area of effect damage with no cooldown. At rank 38 you get Raise, it's pretty nice to have both Resurrect and Raise on hand for when they're needed. The real gem I think is Chainspell at CON40, best used with Resurrect/Raise or Shadowsear. 42 is the second tier of Shock Spikes and Stoneskin. Then you get the final tiers of Protect and Shell and Cure at 48.
As far as other classes go, I find the survival skill to be quite useful. If you're taking hits, you can use Featherfoot (PUG12) and Foresight (MRD12) and maybe some of Gladiator or Marauder's fancy defense abilities like Rampart or Defender to avoid some damage.
Other classes offer traits which are purchasable through guild marks that are useful for all classes, not just Thaumaturge. Such traits include, but may not be limited to, Fleet of Foot (Lancer), Out of Sight (Archer), Fast Cast (Conjurer), and Prime Conditioning (Pugilist).
rather than making a new thread, I would like to add, what guild mark abilities are worth getting for thaumatuge
Of the Thaumaturge-specific guild mark abilities, you'll eventually want to get all of them just because if you do rank THM all the way up, you'll find yourself with a surplus of guild marks anyway. If you want to prioritize them however I suggest Firm Conviction > Shadowfall > Silhouette.
Firm Conviction is mostly useful for soloing or tanking, if you do that on THM. It gives a noticeable defense boost while you're casting spells. Shadowfall is just like your Phantom Dart basic attack, but it's AoE, circular around the target. As I mentioned this is great in conjunction with Profundity(II) for an instant boosted AoE dart. Silhouette I don't find too useful. A regular Phantom Dart doesn't seem to produce an overwhelming amount of enmity to begin with.
Do note that Firm Conviction and Shadowfall require that you complete the rank 20 and rank 30 guild quests, respectively.
Lastly, when you're done having fun with Thaumaturge and wish to play another class, after you complete the rank 36 guild quest, you can purchase the trait Transcendence which makes all of your Thaumaturgy skills slightly more effective when used on other classes.
Wow, just wow... these forums are awesome!
Thanks for the info by the way guys![]()
Last edited by Zalasta; 03-09-2011 at 05:43 AM.
Shadowfall is a Cone-AoE in front of you , you are talking about Conjurer's Nature's Fury.Nature's Fury circular AoE is much much smaller than Shadowfall's Cone AoE.Other than that I agree with everything else.
Isn't silhouette able to negate enmity created from debuffing the mob ? At least it seemed like it to me...
Awesome thread, +1 Hurdy
Originally Posted by KiriA500
Protip: An 8 hour nap is just called sleeping.
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