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  1. #1
    Player
    Finchley's Avatar
    Join Date
    Apr 2011
    Posts
    49
    Character
    Russell Griffin
    World
    Balmung
    Main Class
    Thaumaturge Lv 50

    Why so few spells

    Mages have so few spells. Where is Bio, Poison, Bind, Slow, Blaze Spikes, Stonega, Stun just to name a few ...

    We have so few abilities. I noticed, Freeze has bind as an additional affect, and some ice spells have dot affects, but why would i wanna use freeze just to bind a mob, or use blizzard 2 for dot.

    It seems all the jobs have been watered down.
    (2)

  2. #2
    Player
    Fantasia's Avatar
    Join Date
    Nov 2012
    Location
    Ul'dah
    Posts
    560
    Character
    Aqu'a Fantasia
    World
    Balmung
    Main Class
    Arcanist Lv 50
    This isn't XI.

    DoT and Debuffs are an Arcanist's specialist, so it's likely a lot of spells will be given to them (e.g. Bio, Poison, Blind).

    Since all classes gain abilities at the same rate it would be a waste for THM/BLM to have such a diverse range and end up having abilities/spells with similar effects.
    Fire = Damage
    Blizzard = "Refresh" and additional effects
    Thunder = DoT

    The system, in my eyes, is perfectly good and optimised for damage output; i.e. once you run out of MP you can still switch to the weaker blizzard spells to have semi-decent damage output instead of sitting and waiting for it to recover by itself. As for the AoE spells, Fire II and Blizzard II are both AoE in their respective "damage" and "refresh" categories.

    Multi-elemental spells when mobs don't have elemental resistance is pointless.
    (21)

  3. #3
    Player
    Finchley's Avatar
    Join Date
    Apr 2011
    Posts
    49
    Character
    Russell Griffin
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Fantasia View Post
    This isn't XI.

    DoT and Debuffs are an Arcanist's specialist, so it's likely a lot of spells will be given to them (e.g. Bio, Poison, Blind).

    Since all classes gain abilities at the same rate it would be a waste for THM/BLM to have such a diverse range and end up having abilities/spells with similar effects.
    Fire = Damage
    Blizzard = "Refresh" and additional effects
    Thunder = DoT

    The system, in my eyes, is perfectly good and optimised for damage output; i.e. once you run out of MP you can still switch to the weaker blizzard spells to have semi-decent damage output instead of sitting and waiting for it to recover by itself. As for the AoE spells, Fire II and Blizzard II are both AoE in their respective "damage" and "refresh" categories.

    Multi-elemental spells when mobs don't have elemental resistance is pointless.
    So spam, FIRE FIRE FIRE FIRE FIRE FIRE (oH OUt of mp) spam ice ice ice ice ice ice.

    Seems very exciting.
    (4)

  4. #4
    Player
    Fantasia's Avatar
    Join Date
    Nov 2012
    Location
    Ul'dah
    Posts
    560
    Character
    Aqu'a Fantasia
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Finchley View Post
    So spam, FIRE FIRE FIRE FIRE FIRE FIRE (oH OUt of mp) spam ice ice ice ice ice ice.

    Seems very exciting.
    If you're lazy, then yes, but you'll be a poor THM if you think this is the extent of it.

    The Thunder spells have the most effective damage:MP ratio, so throwing them out when they're required is handy. They also have an addaitional effect at higher levels (Thunderstorm) where each time they tick over they have a chance of proccing the next Thunder spell's DoT to be as strong as its initial damage, making it very strong.

    Then there's also knowing which mobs to sleep, and the situational usage of Fire II/Blizzard II, and when to throw out the free Fire III that is occasionally procced.

    THM is one of the my favourites to play so far, and if you just say "Fire fire fire blizzard blizzard blizzard" then you are not a good player, since you clearly have no idea on how to optimise your output/damage potential.
    (12)

  5. #5
    Player
    Aldora's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,004
    Character
    C'rysta Zeith
    World
    Sargatanas
    Main Class
    Archer Lv 90
    It may seem like you don't have many spells to cast, but if you pay close attention to the damage output and the additional effects that come along with it, you'll see that the additional effects will add more variation to your rotation.

    I apologize if the next part is a little bit vague, but i don't know the names of each skill by heart yet. (^_^; ) So please bear with me.

    For instance, the Pugilist has 3 different forms, the Opo-Opo form, the Raptor Form and the Coeurl Form. By using a skill from 1 form, it will transition into another form, chaining all 3 skills together.

    When reaching level 17, you will get a 2nd skill in the Raptor form which will place a debuf on the mob which will increase your damage with 5% for a period of 15 seconds. During these 15 seconds, you can finish the combo with the Coeurl Form, do the original combo (you've been using up until level 17) and repeat. Then, by using the Touch of Death skill, you can place a dot on the mob as well.

    Next to these skills, you also have a buff which will increase you critical attack rate for a certain period of time and Feather foot (which will evade the next attack). If you evade an attack, you can counter with a skill which has Slow as additional effect.

    If we chain all of those skills together, you will have a rotation which looks as follows:
    • Open with Touch of Death (DoT)
    • Use Feather foot
    • Use the Enhance Critical Hit Chance buff
    • Use Bootshine to go to the Raptor form
    • Use the "Twin Snakes" skill to place the 5% damage debuf on the mob and go to the Coeurl Form
    • Use the Coeurl Skill to go back to the initial Opo-Opo form
    • Use the Bootshine Skill to go back to the initial Raptor form
    • Use the 1st Raptor Skill you've learned to go the Coeurl Form again.
    • If you evade an attack in the meantime, use the counter skill which will light up on your bar in order to put Slow on the mob
    • From that point on, keep Touch of Death, Feather Foot and the Critical Hit Chance buff up and repeat the previously mentioned form transitions.

    This is a rotation i used at level 17, which is far more then just spamming 2 or 3 skills. And it will only increase when you gain more levels.

    The same applies to Mages as well.
    (6)
    Last edited by Aldora; 07-16-2013 at 07:36 AM.

    Credit goes to Niqo'te for her fabulous art in the "Nique's happy fun time!"-thread and Nix/Capa for the Caitlyn drawing to the right. \(^_^ )/
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  6. #6
    Player
    Deli's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    1,339
    Character
    Deli Denkryst
    World
    Excalibur
    Main Class
    Goldsmith Lv 70
    /nod OP, even I didn't study that much... about blm magic, but I understand it's beyond fire fire fire ice ice ice
    at least it should be fire3 fire3 trans-something thunder something else.
    you can read this post:
    http://forum.square-enix.com/ffxiv/t...-and-rotations
    (0)

  7. #7
    Player
    Kagato's Avatar
    Join Date
    Sep 2011
    Location
    Limsa Lominsa
    Posts
    627
    Character
    Chie Kaisuri
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Finchley View Post
    Mages have so few spells. Where is Bio, Poison, Bind, Slow, Blaze Spikes, Stonega, Stun just to name a few ...
    Perhaps some are being saved for other classes/jobs that use magic. Red Mage and Dark Knight, just to name a couple.
    (1)

  8. #8
    Player
    Robobandit's Avatar
    Join Date
    Mar 2011
    Posts
    100
    Character
    Amarah Barrett
    World
    Famfrit
    Main Class
    Arcanist Lv 50
    At level 30 on pugilist, I felt like I had a lot to keep up with.

    I had 2 DoTs to keep up (demolish and touch of death), a debuff (Twin Snakes), the usual rotation of Bootshine, True Strike (from rear), snap punch (side). I also liked to use "Impulse Drive" cross-class from Lancer from behind. One thing I particularly liked: I have an AOE ability called "Arm of the Destoyer" that does a relatively low amount of damage, but when used in opo-opo form, it has an added effect of silence. I found that to be quite helpful in Haukke Manor in particular with mobs and bosses that cast a lot of magic (or try to heh)
    (1)

  9. #9
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Just to reiterate, if you're doing fire fire fire ice ice ice, you're a terrible BLM/THM. You need to sleep mobs, keep up dots, manage MP (at end game), mitigate enmity, etc.
    (8)

  10. #10
    Player
    Themis's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    396
    Character
    Temisu Namisu
    World
    Kujata
    Main Class
    Red Mage Lv 90
    The same applies to all of the Classes/Jobs in XIV. Whilst you can, especially at early levels during non-serious content, get away with spamming the same few (or less) abilities. But it's far from even playing adequately, in my opinion. There is synergy between the abilities that most seem to either not understand, or choose to ignore so they can continue to say "this game is just a spamfest".

    As said, you can do this to your hearts content, but you will be the weakest link in the chain. And depending on the difficulty of the real end game content, it may be weak enough to break it.

    Also, don't forget that there will most likely be level cap raises, and with that, additional spells. Plus, as already mentioned, certain types of spells which will suit other classes. In order to allow themselves room to expand the Armoury System, it is required that a defined role is created for each one, rather than having a great degree of diversity on a single one (that diversity comes from the Armoury System itself)
    (1)

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