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I decided to give the game another try during the welcome back campaign and was shocked when I noticed that my thaumaturge's array of spells had been greatly reduced. What happened to my buffs and debuffs? The only debuff I can find now is sleep, what happened to poison, slow, and the others? As it is, I don't even have enough thaumaturge spells to fill a bar anymore. The thaumaturge class used to have lots of nice spells like stat absorbs and a nice wide variety of enhancements and enfeebles which was what drew me to it. Did they really remove all of those.
Did they really take what was once 50+ different spells and made it into a measly 15?
Comments
http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=6e98d1a3aefe8aada0696c16ca430a565e1cc028 For all of the patches.
http://forum.square-enix.com/ffxiv/threads/32606-patch1.20-Patch-1.20-Notes?p=476417&viewfull=1#post476417 For the magic revisions.
They split the spells between the DoM's. Spells have added effects now too. You never used all of those spells anyway.
To be the best, you must help each other become the best.
FFXI Character: Satimasu
FFXI Server: Valefor
FFXIV Character: Tamorae Fonteil
You're assuming wrong. I loved the variety and used almost all the spells. They were really useful when soloing hard mobs, and all those enfeebles were great for groups. Enhancements and enfeebles were teh main reason I played a Rdm in ffxi and they were the reason i picked Thm. Also, what are you going on about with teh spells having been split between the DoM's? from what im seeing the conjurer lost a bunch of spells too, and only a few were added in blm and whm.
I'll have to look into the added effects though.
So I'm still right. They trimmed up the spells and made them more potent. THM's are nukers and CON are healers. There was no reason solo to have that many spells, and since they also adjusted spell costs, you'd never be able to spam all of those spells without killing your MP. That and the mobs would die faster through straight nuking back then. Either way, they give you less to work with, but it's much more effective. It's the same thing with DoW's too. Don't forget you get traits now.
To be the best, you must help each other become the best.
FFXI Character: Satimasu
FFXI Server: Valefor
FFXIV Character: Tamorae Fonteil
I felt/feel the same way about Conjurer. I don't really enjoy the class anymore. But it is what it is and I knew when I started playing there would probably be changes I wasn't going to be happy with.
Overall, the Yoshi-P and team are doing a good job.
It was part of the combat overhauls partly to make battle more dynamic, they removed enfeebs for now (it has been said they will come back" and it was to accomodate the changes to how actions are set while keeping the core of the armoury system (cross class abilities) with that amount of spells and no cost mages would have been completly broken, the up side is that when they release new classes they can have a primerily enfeebling mage (perhaps RDM as the job) I would agree with Sword Mage class, and RDM as the job, this way it can allow melee and allow enfeebs (also dont forget my refresh damnit)