Results 1 to 4 of 4

Hybrid View

  1. #1
    Player
    Mitholas's Avatar
    Join Date
    May 2011
    Location
    Ul'dah
    Posts
    11
    Character
    Mitholas Thor
    World
    Asura
    Main Class
    Thaumaturge Lv 80

    Let's talk about THA! (General overview for the class)

    To simply discuss what THA is, I think it would be easier for me to relate it to the Red Mage in Final Fantasy XI. This of course would be confusing for anyone who has never played FFXI, so I will keep it simple.

    After having played THA in beta and now returning to FFXIV to play it again. It has ring bells of Red Mage similarity from FFXI. The class is a mix of healer, nuker and debuff - warlock type class. Seeing how many posts have talked about INT/MND/PIE, I feel that it is true at the moment to basically ignore INT everytime you get points to distribute, rather I would main focus it on VIT and then give the left overs to MND and PIE e.g. when I get 6 points I would put 4 into VIT and 1 to MND and 1 to PIE. The reason for this would be because I solo a lot at this point, and having more magic resistance and magic accuracy would not do me better good than having more HP.
    Now that I've watched and played a friend's account (My own character's rank is low ), it is obvious that DoTs are having a more clear effect than they were back in XI, and so in long fights I would always just DoT things up and then put in some nukes, but always keeping DoTs on the tick.

    People of course have different views about the usefulness/uselessness of this class, especially when nerfs would most likely come in effect along the way. However, this would be rather the same for RDMs in XI (if I remembered correctly XI didn't make much class buffs/nerfs). But the result of an end game Red Mage + Ninja mix made it probably the best and most wanted class in all kinds of parties and raids, and of course, for any one who has seen the Japanese Taru RDM soloing Burning Circles and HNMs, they would know how beefy this kind of class would be.
    I can't say the same would be for THAs but I would think that there would definily be a lot of use for it when more end game contents are released.
    (0)

  2. #2
    Player
    AeraLucis's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    164
    Character
    Aera Lucis
    World
    Excalibur
    Main Class
    Goldsmith Lv 50
    You mean THM?
    (2)

  3. #3
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    56
    In an SP party THM doesn't do much besides heal. DoTs are awesome for NMs but the duration of battles makes them useless in quick killing grind situations.

    Enfeebles suffer the same problem, but their use on NMs is very situational. I think Paralyze is the best one to bring to bear, it's especially useful against a casting NM such as Dodore because it provides two opportunities to interrupt each spell, when it is first cast, and the completion of it's casting. Silence could be useful but it really isn't, it's much harder to land than Paralyze and lasts a much shorter time.

    The Drain line which is supposedly very thematically FF is pretty useless. Their durations are laughable and if anyone is actually taking the time to cast 2 or 3 of these and using Initiation in an NM fight, they're not making very good use of their party slot.

    THM has far and away the best AoE mechanic, but their nukes rate under CON nukes by a good bit. Mostly this is due to the fact that the THM nukes do not scale at all with INT. But I still think CON could use more help than THMs.

    Emulate is the single most broken ability in the THM line-up, and while I like the idea of it thematically, it probably shouldn't be indefinitely up (currently, CD = Duration). It makes THM have more mitigation against spells and certain NM weaponskills than a GLA.

    THM's have very underrated weapons, the Brands do 100% Elemental damage, which is quite amazing in practice. But, I think very few people actually go out of their way to play to this strength.
    (0)

  4. #4
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Thms strength is easily Dots, they are devastating on NMs between conjs elemental dots and thurms dots (can do both on thm easy) you are looking at 100s of dmg a tick of Dot. Making Thm honestly deal more dmg then most the dds over time. It is the reason they can solo the high level nms and deal enough dmg to kill them before rage.

    Sacrafice III is also fairly broken, about the same strength as cureIII with a powerful regen. Emulate will be nerfed I have no doubt about that... it is only a matter of time. Thing negate like 80-90% of all elemental dmg you take.

    As other said the debuffs are really potent but so short they are almost a waste of mp to cast, slow really slows the mobs attacks and paralyze is godly. Issue is slow last about 1/4 as long as the recast... like 10-15secs. They need to increase this to like 1-2mins at the minimum.

    Absorbs are not as bad as people are saying Roaming Soul + Absorb is a 1min 50sec absorb, drain sucks and should never be used. Melee will thank you for the absorb accuracy buff for about 2mins. I still think these need to be increased duration wise though, even with roaming soul they are still fairly short buffs. Maby make it 5mins or something then it would be worth casting.

    Like Rdm, Thm is the endless mp pool. siphon mp II can refill over 1/2 your mp pool in 1 cast (which is on a short timer) if you target 2-3 mobs.
    (0)