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Thaumaturge Spree!Follow

#1 Jul 09 2010 at 5:05 PM Rating: Decent
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Well Thaumaturge will be my first class, though i suspect there will be alot of people that begin with this class, i will still tough it out and try to max this job/class out first. how many others will level Thaumaturge first?
#2 Jul 09 2010 at 5:21 PM Rating: Default
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Well I wouldn't be surprised either if it was pretty popular.. But I decided not to go Thau because of that actually! xD I'm weird like that.

Hmm...wait so... who is the healing class? >_>
#3 Jul 09 2010 at 5:38 PM Rating: Default
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Hmm...wait so... who is the healing class? >_>


I was wondering that myself. If you go to the official FFXIV site and look up the Conjurer spells, they list cure as one of them so I would assume Conjurer's would be a good candidate for a healing class.

link: http://na.finalfantasyxiv.com/#/gameplay/armourysystem/magic/conjurer/spells
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#4 Jul 09 2010 at 5:53 PM Rating: Default
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It seems like they'd combined the white and black mage together. If that's the case, I think it's a good thing, I still remembered when I leveled up my white and black mage, I could literally heal and deal magic dmg while I was playing another game...
#5 Jul 09 2010 at 8:04 PM Rating: Decent
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I used to play FFXI BLM while I played FFX on the PS2 simultaneously lol - anyway both Thau and Conj have healing spells and well as damaging spells, so you would need a hybird to be a "true" healer class as it stands today.
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#6 Jul 09 2010 at 8:18 PM Rating: Good
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I think we need to stop thinking about traditional roles, and start considering these classes as truly unique.

Most of the combat classes have healing abilities, and while conjurer has the cure spell, it also has several DoT and Direct Damage spells.

We need to start looking into these classes as wholly unique and not make comparisons to FFXI counterparts, otherwise we risk shoe-horning people into certain roles.
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#7 Jul 09 2010 at 9:24 PM Rating: Decent
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both Thau and Conj have healing spells and well as damaging spells, so you would need a hybird to be a "true" healer class as it stands today.


It seems like direct damage and healing spells were given to the Conjurer but the Thaumaturge can do some healing and damage also. Depending on how easy it is to switch between Conjurer and Thaumaturge it may be more or less worth it to raise both classes to be an effective DD or healer.
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#8 Jul 09 2010 at 11:29 PM Rating: Good
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SE threw a RDM, BLM and a DRK in an oven. Threw in a dash of BRD and out came the Thaumaturge!
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#9 Jul 10 2010 at 1:09 PM Rating: Decent
I'm at a point where i'm unsure of what class i will start with. Thaumaturge, however, looks like a class i really want to get maxed out. I think it has abilities and spells that will go great with pug or marauder.

On a side note, these forums are nice to visit with track 6 from FFXIV site playing in the background lol.
#10 Jul 15 2010 at 4:45 PM Rating: Default
I agree. It is indeed a whole new world for us to now experience. There appears to be a lot that is familiar, and for that I am grateful, but it now seems they've up the game up several notches from what we were formerly accustomed to. I'm enjoying the theory that any class/job can be switched if need be if a role is lacking in the moment. This was the quintessential reason I quit the game after many years of gaming. My perception tells me none of us will be pigeonholed this time around.


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#11 Jul 15 2010 at 9:22 PM Rating: Decent
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I think I want to start with thaumaturge - but I am also looking forward to trying out lancer... I am really excited to see how class abilities work in game... can't bloody wait and I don't even have a computer yet!!!

Edited, Jul 15th 2010 8:23pm by Olorinus
#12 Jul 23 2010 at 10:03 AM Rating: Decent
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Thaumaturge is one of the classes I was considering, and I will probably dabble in it with my Conjurer, but it seems like the description on the official site is a bit confused about it's role. I'll look forward to seeing what it really is when I get into the game.
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#13 Jul 25 2010 at 9:57 AM Rating: Decent
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I think I'll be going with Thaumaturge, but I also want to do carpenter as a skill, so I'm not sure where I'll start out at the minute...
#14 Jul 31 2010 at 3:25 AM Rating: Decent
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Nothing set in stone yet, but my initial plan has been to go with a roegadyn hellsguard thaumaturge starting in Ul'dah. A lot of that stems from my experiences as a galka in XI, staying away from mage jobs for the most part. Hard to say how it will all end up, but I'm sure I'll level conjurer early on as well. Try to mix & match the abilities of the 2. Also hoping they can mix & match spells along with abilities. Maybe Fire is listed under conjurer on the main site, but not necessarily a conjurer-only spell. Because it would just seem wrong for something called a hellsguard to not have strong fire magic. Lightning would be a plus as well...
#15 Aug 04 2010 at 11:27 AM Rating: Decent
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I am going to start out as a Lalafell Thaumaturge.
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#16 Aug 04 2010 at 5:44 PM Rating: Decent
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Lalafell Plainsfolk I will be. Not too sure of the starting location yet. I am thinking of Fishing and Culinary as support. Last I may dabble in Archery, but Thaumaturge all the way as my "Main". Good luck my fellow Thaumaturges'.
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#17 Aug 06 2010 at 2:50 PM Rating: Decent
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Thau looks like it'll have blood mage capability as well.

By look at some of the start spells and abilities, which will be fun.

As a class I think it will be fun to play and being a back line role and
have the ability to support front line dd's will make it a good party
fit in many situations.

Conj looks to be a direct dmg/dot mage that would act more of a MDD
with healing capabilities.


It seems to me the classes will have their own abilities that will allow for
multiple roles and we **crosses fingers** will move away from a job standardization
mentality of XI.

Diferent classes tank different mobs bc of their skill set and the STR/WKNES diff from
mobs to mob, or boss to boss.

FYI

I'll be lvling Thau first and adding abilities from conj and gladiator first.

Then having glad up I will move towards my second class and specialization as
a Marauder. man they look beastly with that heavy armour and Gaxe.

My lafalel won't look as inviting as a meal to any beastmen wearing that stuff.

I just hope not to be using a twig as a wand like the benchmark had for the mi'qote
mage rolf. That looks weak sauce
#18 Aug 16 2010 at 5:16 AM Rating: Decent
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Seems to be so little information about what role the Thaum actually has, but one thing I can't say I've seen at all is the "Thaumaturges are unparalelled in their powers of destruction, eclipsing even the DoW" part. I've seen talk of some healing, some support, but nothing about this. I wonder if it is something that comes later or if it is something that has already changed compared to SE initial idea of the class.

Personally I was kind of hoping for the Conjurer to be more of the direct damage mage, and Thaum as more of a mage that has to prepare and set up his spells/abilities to really bring on the pain. We will see I guess, any Beta players who have any insights?
#19 Aug 26 2010 at 2:07 PM Rating: Excellent
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Please read the guide and my other posts on this. Yes I am pro-THM of course so its just my opinion but I would recommend this class to those of you who A) dont want straight mele class B) Want a mge class and C) want a kick ass class with high survivablity and is least understood!

Hmmm, think I'll regret that rant!
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#20 Sep 06 2010 at 3:41 PM Rating: Default
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I wont be able to level race, but I'm exited to play this job. I started playing FFXI as a RDM, so this should bring back some memories. Haha.
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#21 Oct 16 2010 at 1:07 AM Rating: Decent
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Con packs a punch with the cure1-2 but THM packs a punch in both cure and sacrifice THM FTW!
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#22 Oct 22 2010 at 8:58 AM Rating: Default
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To be honest, thm and con seem to play nearly identical. They have copies of each others abilities with different colored icons and damage types. Ask yourself would you rather have buffs or debuffs and chose from there. IMO, debuffs such as poison dia bio slow are nearly useless in this game whereas buffs are somewhat useful.

#23 Oct 23 2010 at 11:51 PM Rating: Good
lordvr wrote:
To be honest, thm and con seem to play nearly identical. They have copies of each others abilities with different colored icons and damage types. Ask yourself would you rather have buffs or debuffs and chose from there. IMO, debuffs such as poison dia bio slow are nearly useless in this game whereas buffs are somewhat useful.



Debuffs, nearly useless! - poppycock!! lol seriously though the THM debuffs are worth it, just ask my tank in my (sort-of) static party - slow actually slows down the attack speed of the mob, Dia actually decreases the mobs def, Bio actually lowers the mobs attack damage, Absorb Def actually decreases the mobs def and increases mine (not useful to me in a party though;). Poison's dot is fairly good too but I wouldnt use it and haven't done for a while when there are better spells out there to help other party members. On the other side I find that CON's tend to use Shock Spikes and Stoneskin as buffs for party members (what are the other ones?), however Stoneskin is pretty useless unless you are fighting a leve mob that hits hard and you want to take down fast with as little damage as possible - two hits and its over, although if the mages have it on it can be useful in case they get agro (which they never should!). Shock spikes are very useful unless you are in a party that wants to make SP for everyone including the mages - slowing the mob by stunning it means less atacks, which means less damage on your tank which means less sp for the mages when curing. Of course the same arguments could be made for the debuffs as well.

Edited, Oct 24th 2010 5:52am by EdyNOTB
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#24 Oct 25 2010 at 2:32 PM Rating: Decent
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dont get me wrong, i like the CON aswell, but a con would be short lived w/o MP siphon, in my parties the con always stops healing after they get theyr SP and leave it to me because theyr MP cant take it.

sure con elemental spells are nice to have but they have to divide points into int/mnd where thm is just mnd for mostly everything, the only thing i have found that seems to need int in THM seems to be HP Drain but i havnt ranked up int in order to test it, but the 2-3 times i used it on my MND build, it was horrible.

PS: Slow is so helpful, aoe slow those ants when they come in big groups saves my tank which btw i had a PUG tanking antling diggers nad it went great, first pug i have found thats a good tank btw, Enoch Thered Fabul nice replacement for not finding glads.

and stoneskin lol i never use this, all the conjs i have met that use it give me 1 of 2 excuses
1-It costs 11 mp and it will save me a heal or 2, whcih will save me MP. XDDDDDDD
2-If i get aggro i will die and this increases my chance to survive. XDDDDDDDD

good thm dont need to worry about neither.
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