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The Thaumaturge GuideFollow

#1 Aug 20 2010 at 2:11 AM Rating: Excellent
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Watch this space for 2.0 - I hope to once again publish a guide on ZAM.

********************************************************************************************
THIS GUIDE IS NOW COMPLETELY OUT OF DATE SINCE 1.20 PATCH - Will try and get to it at some point
as some of the information is still usable but most isn't. :(

**********************************************************************************************

This guide has finally been turned into a Wiki guide and can be found >> here <<

**********************************************************************************************

**************************************************
**************************************************
As explained on the Wiki section because of the
large changes that we are currently seeing I have
decided to not update my guide for a while. This
does not mean that the info in there is not useful
but just out of date slightly. When the game gets
a bit stable I will of course get back to it!
**************************************************
**************************************************

Edited, Nov 8th 2011 1:02pm by EdyNOTB

Edited, Jan 3rd 2012 6:44pm by EdyNOTB

Edited, Nov 1st 2012 1:43pm by EdyNOTB
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#2 Aug 20 2010 at 8:00 AM Rating: Decent
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It looks like Thaum gets some really nice MP recovery spells, I'm curious to see if they would be effective for a conjurer to use. I plan on spending time with both magic classes but Conjurer will most likely be my main.
#3 Aug 23 2010 at 6:52 AM Rating: Excellent
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Well finally made it to 25! Was hoping to go all the way but the surplus got me!

I've really enjoyed playing my THM and have tested many aspects of it. I have posted in the feedback over time things that I think are problems and have put in quite a few bug reports.

I will be playing it for retail I hope but there are a few things that I sincerely hope they get right - or else the class could be broken before it gets started. I'm sure subsequent patches will be made by SE.

Hope to continue for Beta but dont expect too much as its such a short time. I may go and try some synths if they sort out the GUI - maybe try and make the first Scepter! Still never saw one and I amassed over 200k gil ready to purchase!

Happy open Beta everyone - keep Thauming!!!!!
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#4 Aug 26 2010 at 2:12 PM Rating: Excellent
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Great guide, thanks.

One of the places I liked soloing around rank 4-5 was the bottom left peninsula. It had a lot of Lost Wethers and Lost Ewes as well as a cave of Sewer Moles. It was a decent size area with very few other players in it, so there weren't any problems with competing for mobs.

EdyNOTB wrote:
I may go and try some synths if they sort out the GUI - maybe try and make the first Scepter! Still never saw one and I amassed over 200k gil ready to purchase!


Yeah, the only "weapon" upgrade I saw was another needle for Weaver. It wasn't actually any better stat-wise, but there was a rose on it.
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#5 Aug 26 2010 at 3:24 PM Rating: Excellent
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Thank you very much for the info Chrysothemis- much appreciated - I did see all those ewes later in the game when I was exploring and must admit that I did think they would make great exp at w/e rank but I was about 22 at the time I think. Added into guide :)

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#6 Aug 27 2010 at 9:26 AM Rating: Excellent
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/aoe off




:)
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#7 Aug 27 2010 at 4:08 PM Rating: Good
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Quote:
Vs. Roseling


So did you find an area with a lot of Roselings?
#8 Aug 27 2010 at 4:14 PM Rating: Decent
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I have two questions for you.

1) Did you try to keep yourself healed while taking on mobs like Dodoos and those GoatNanies? I only got my THM to L.10 but I got my Conj to L.18. Usually I can burn the mobs down to 80% life, but they tend to do some massive special attack which does a boatload of damage. How do you handle this?

2) When do you start seeing leves that start giving guild marks as part of the reward? Also where do you cash in those marks for your job?
#9 Aug 28 2010 at 1:42 AM Rating: Good
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rubina wrote:

1) Did you try to keep yourself healed while taking on mobs like Dodoos and those GoatNanies? I only got my THM to L.10 but I got my Conj to L.18. Usually I can burn the mobs down to 80% life, but they tend to do some massive special attack which does a boatload of damage. How do you handle this?


Personally I kept myself as close to full at all times in the last build. The lag on your HP/MP bar updating was incredible-- sometimes getting hit didnt reflect in your bar for 3 seconds. This made keeping track of combat rather tricky, so eventually I just cast Sac on myself after every second hit basically.

There was a couple of occasions where I'd get hit, look at my bar and think "still a bit left" then try and cure myself after the next hit and realise I cant, because my HP is below the 50 required by Sac. Made me act a bit more cautious :)
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#10 Aug 28 2010 at 3:32 AM Rating: Good
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To Rubina:

1) Yes using Sacrifice and Cure (only reason to use cure is when you get to certain levels of red hp you cannot cats Sacrifice so this saved my life quite a few times). The massive attack they do does usually occur when they are about 75% down on hp. I handled it as a THM by always using Punishing Barbs which hits the mobs for what they hit you for - often would finish them off while I was busy curing. I did level off the nannies a few times but it wasnt the easiest of the mobs to continously use. Never really exp'd off the Dodo's though, only ever fought them for [fun]!

2) When do you start seeing leves that start giving guild marks as part of the reward? Also where do you cash in those marks for your job?
I think it was the rank 30 guildleves - you have to be rank 20 to get them. There is a Roegadyn on the bridge leading out of Limsa that you cash your marks in with - most of the classes have an npc on that bridge I think.

3. Vs. Roselings - I think they lowered the number in Beta3 - I mainly used them in Beta two although there were a few areas that had 2-3 roselings that I found, north of skull valley, south of skull valley and south west of bearded rock.

Kordain - yes the lag in Beta meant you had to often 'predict' how much and when you were going to be hit and sometimes the lag would still get you. veyr frsutrating but part of the Beta I suppose :)
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#11 Aug 28 2010 at 6:11 AM Rating: Decent
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Thank you for your answers. Just a few more annoying questions. When you were leveling post L.10, were you hunting near one of the camps so you can use a lot of mana or were you relying upon your wielded weapon plus your TP ability to recover some mana? I was trying both out with Conj and I found you can go forver just using your wielded weapon and recovering mana from the TP move to recoup mana from shock spikes and cures. But the down side was I really didn't feel like a mage, just pinging away with my weapon and curing as needed. Also I was limited on the type of mobs that I can safely grind against when I want to hunt with limited mana use. Things did get a lot easier when I upgraded to a maple wand. I noticed that TP generated alot faster and I it was doing twice the damamge per attack. But hunting the goats at L.18 by Bearded Rock was a lot of fun and but it could be dangerous. Of course I had to burn through mana to take them down. I could take on 3-4 before I had to limp back to camp for a recharge.

I will go back and try Thaumaturge again during OB. I think I was slightly put off by the fact it looks like they only had two nukes. Is there a debuff that you all found that worked best when you solo? I experimented with Poison, Dia and Bio. But I always wondered if they were worth it because you don't get XP for all the damage those debuffs do overtime. Also is it even worth casting debuffs on mobs that you can solo? Wouldn't it be more efficient just to use that mana to use a nuke?

Did you notice if you recieved any job/physical XP when you cast your Sacarafice spell while solo or on a team?

I think it's going to be a lot of fun learning and playing both THM/CON.

#12 Aug 28 2010 at 8:10 AM Rating: Decent
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No problems - I'll help out as much as I can! :)

First time round this most recent Beta was tough post-10 - however I found that if you level on firefly's and are very conservative with your magic (only use for sacrifice and calculate when you optimum time to cast is), spamming PD + Sacrifice can keep you going for quite some time. Another thing to note was that in Beta anyways it 'seemed' that you got more skillups as a THM if you used physical attacks rather than magic (although this could be just because I ws being conservative with mp!). I know its not very mage-like to do it this way but found 10-14 a real grind the first time around. Of course the other alternative (and I did do this too) was to get into a party of Guildleves - you can quite easily get a few low ranks this way in a single sitting if the party balance is right). Once you have got your THM to 16 though leveing any other calss is very easy (including CON) as Stygian SPikes is still a very good MP recoverer for any job - I used this for CON/MAR/ARC and PUG (setting SACrifice or Cure and stygian spikes)

I had the maple wand too and noticed the difference in TP gain - usually 2 hits for 100tp on decent challenge mobs - whereas my Weathered Scepter (rank1) was taking maybe 4-5 hits sometimes. One trick I very quickly learned was every time I went back to Limsa I would sell my old one back to the shop and buy a new one - this would improve things. I am sure that in Retail (hopefully OB too!) we will have a much larger choice of THM weapons - this will make us even more powerful!

Is there a debuff that you all found that worked best when you solo? Yes definately SLOW was the best one.

I tried all the types of buffs solo but found they were only useful on harder party mobs as they actually were doing something productiove. Smaller easier mobs in a party they were hardly worth doing because the mob was down too quickly. I found that DIA, Poison and Scourge then damnation was a good combo but very mp hungry. For some reason DIA+ Scourge and Bio+Banish worked better - dont ask me why but lots of things were messed up in Beta. For instance the difference between Tier II Banish and Scourge compared to Tier I was negligable at best.

Did you notice if you recieved any job/physical XP when you cast your Sacarafice spell while solo or on a team? I did get THM proficiency when casting Sacrifice but like I said before the percentage of casting you do compared to physical attacks is very different so it would probably proc a lot more if I used a lot more if you see what I mean?



I think it's going to be a lot of fun learning and playing both THM/CON.
Totally agree! and for me although I have a preference for THM as my main the CON is a great class also :)
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#13 Aug 28 2010 at 8:17 AM Rating: Decent
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Once you have got your THM to 16 though leveing any other calss is very easy (including CON) as Stygian SPikes is still a very good MP recoverer for any job - I used this for CON/MAR/ARC and PUG (setting SACrifice or Cure and stygian spikes)


Once I start leveling both mage classes, I like to compare Stygian Spikes to Shock Spikes. I found Shock Spikes to be a great defensive buff. It's really cool seeing mob's attacks being stopped because they're paralyzed. But the one thing I found is that buffs that are not in your current active job don't last as long, which in turns requires more mana to cast in the long run. I also want to remember that casting cure outsideo f your current job isn't as effective.
#14 Aug 28 2010 at 8:24 AM Rating: Decent
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Origianl post by: Rubina

"Once I start leveling both mage classes, I like to compare Stygian Spikes to Shock Spikes. I found Shock Spikes to be a great defensive buff. It's really cool seeing mob's attacks being stopped because they're paralyzed. But the one thing I found is that buffs that are not in your current active job don't last as long, which in turns requires more mana to cast in the long run. I also want to remember that casting cure outsideo f your current job isn't as effective."

Both spells are sort of the opposite of each other and of course one overides the other :( I found shock spikes great for solo when I wasnt running low on MP (in fact I often had both spells equiped and used shock when I wanted and Stygian when I needed). But Stygian on fully blown THM was getting so much mp back from them (was around constant 23mp per hit post 16) - this meant you could spam Sacrifice and still have a full mp bar after a fight. Honest dont underestimate it. However - there is a flip side. Some mobs that spam some ranged attacks or dont attack that often but attack hard (elementals for instance) Stygian may not be the most efficient of the two. Its definately worth further testing. Another point is that whenever I was in a party I would choose Shock over Stygian every time unless we were all mage!

Sorry for the way I am quoting you - completely forgoten how to quote somebody properly and cant see instructions on the site that explain it! :)

Edited, Aug 28th 2010 2:24pm by EdyNOTB
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#15 Aug 28 2010 at 10:21 AM Rating: Excellent
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EdyNOTB wrote:
Sorry for the way I am quoting you - completely forgoten how to quote somebody properly and cant see instructions on the site that explain it! :)

Use Reply to Post in the gray bar just above the name of the poster you wish to quote. When the window comes up where you type your text, there's a link that says Quote Original. Click that, and the text of their post will show up. You can try it on mine if you want to see how it works.
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#16 Aug 28 2010 at 11:27 AM Rating: Excellent
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Ralrra wrote:
EdyNOTB wrote:
Sorry for the way I am quoting you - completely forgoten how to quote somebody properly and cant see instructions on the site that explain it! :)

Use Reply to Post in the gray bar just above the name of the poster you wish to quote. When the window comes up where you type your text, there's a link that says Quote Original. Click that, and the text of their post will show up. You can try it on mine if you want to see how it works.


You are pure awesomeness! So easy - never realised - thank you and rate up :)
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#17 Aug 28 2010 at 12:37 PM Rating: Excellent
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EdyNOTB wrote:
Ralrra wrote:
EdyNOTB wrote:
Sorry for the way I am quoting you - completely forgoten how to quote somebody properly and cant see instructions on the site that explain it! :)

Use Reply to Post in the gray bar just above the name of the poster you wish to quote. When the window comes up where you type your text, there's a link that says Quote Original. Click that, and the text of their post will show up. You can try it on mine if you want to see how it works.


You are pure awesomeness! So easy - never realised - thank you and rate up :)

Thank you, and you're welcome. :)
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#18 Aug 29 2010 at 8:04 AM Rating: Excellent
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Just got these from Loarr on the Beta site.

***DISCLAIMER***
These are from Datmined files so may not appear.
****************

If these are what we end up getting I've just smiled the biggest smile :). Dont take too much stock into them as my disclaimer states they may not appear in retail or OB.

However....

We get raise and reraise and Fear based spells...so many very cool new ones too!

Known Skills and Traits (Subject to change)


1: Phantom Dart
TP Cost: 0
MP Cost: 0
Action Cost: 0
Cooldown: 0
Requires: Thaumaturge
Magical range attack

1: Exhaltation
TP Cost: 0
MP Cost: 0
Action Cost: 0
Cooldown: 30mins
Requires: Thaumaturge
Replenishes some mp

2:Scourge
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE - small range high Astral dmg + Enfeeble (weakens enemy’s Astral defence)

2: Banish
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE - small range high Umbral dmg + Enfeeble (weakens enemy’s Umbral defence)

Banish and Scourge can stack

2: Blood Rite
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Increased magic accuracy


4: Sacrifice
TP Cost: 0
MP Cost: 10
Action Cost: 2
Cooldown: 5
Requires: Disciples of War, Disciples of Magic
AOE heal + 20 sec regen

6: Poison
TP Cost: 0
MP Cost: 10
Action Cost: TBC
Cooldown: 5
Requires: Disciples of War, Disciples of Magic
Inflicts DoT

8: Slow
TP Cost: 0
MP Cost: 7
Action Cost: 3
Cooldown: 60 Seconds
Requires: Disciples of War, Disciples of Magic
Slows down Stamina regeneration of enemies within AOE

8: Gravity
TP Cost: 0
MP Cost: 9
Action Cost: 3
Cooldown: 60 Seconds
Requires: Disciples of War, Disciples of Magic
Slows down enemy movement

10: Punishing Barbs
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Inflicts damage on the mob based on damage you take (1:1 in the beta)

10: Damnation
TP Cost: 1000
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
High Umbral damage + gives back a small proportion of mp.


12: Bio
TP Cost: 0
MP Cost: 14
Action Cost: 3
Cooldown: 30
Requires: Disciples of War, Disciples of Magic
Reduces attack power of enemies – Can stack with Scourge

12: Dia
TP Cost: 0
MP Cost: 14
Action Cost: 3
Cooldown: 30
Requires: Disciples of War, Disciples of Magic
Reduces defense of enemies – Can stack with Banish

14: Dark Seal
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Increases magic accuracy of your next attack

16: Stygian Spikes
TP Cost: 0
MP Cost: 8
Action Cost: 3
Cooldown: 60 seconds
Requires: Disciples of War, Disciples of Magic
AoE Absorb MP – Umbral – Self cast or party member. Absorbs MP from mobs when hit.

18: Absorb – ATT, EVA, ACC and DEF (4 spells)
TP Cost: 0
MP Cost: TBC
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
Steals Stats from the target

20: Sacrifice II
TP Cost: 0
MP Cost: 18
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE heal + 20 sec regen

20: Siphon
TP Cost: 0
MP Cost: 10
Action Cost: 3
Cooldown: 1 min
Requires: TBC
Steals a portion of enemies MP (about 50-75 MP).


22: Initiate
TP Cost: 0
MP Cost: 60
Action Cost: 3
Cooldown: 1 min
Requires: TBC
Transfers up to four beneficial effects from yourself to target party member. (Unofficial description)

24:Scourge II
TP Cost: 0
MP Cost: 55
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE - small range high Astral dmg + Enfeeble (weakens enemy’s Astral defence)

24: Banish II
TP Cost: 0
MP Cost: 55
Action Cost: 3
Cooldown: TBC
Requires: Disciples of War, Disciples of Magic
AOE - small range high Umbral dmg + Enfeeble (weakens enemy’s Umbral defence)

26: Drain
Cast time 3
recast time 60
MP cost 30
TP cost 0
transfers a portion of HP from enemies within area of effect to you.


28: Bind
cast time 2
recast time 40
mp cost 8
TP cost 0
Renders moving enemies within area of effect immobile. Does not effect non-moving targets.


28: Silence
cast time 1
recast time 40
MP cost 25
tp cost 0
silences enemies within area of effect


28: Paralyze
cast time 2
recast time 60
MP cost 24
tpcost 0
paralyzes enemies with area of effect.


30: Numbing Rime
Cast time 0
recast time 60
Mp cost 0
Tp cost 1500
Launch an icy attack, dealing damage and temporarily incapacitating the target. Damage type varies with equipped arm.


30: Paradigm Shift
Cast time 0
recast time 60
MP cost 0
Tp cost 0
Amplify your voice, increasing area of effect and reducing the range of thaumaturgy spells.


32: Mass fear
cast time 2
recast time 180
Mp cost 26
tp cost 0
causes enemies within area of effect to flee in terror


32: Siphon TP
cast tim 2
recast time 60
MP cost 15
tp cost 0
transfers a portion of the target's tp to you.


34: Blood Rite II
Cast time 0
recast time 60
Mp cost 0
TP cost 0
Spell your own blood in a sacrificial rite, enhancing magic potency.


36: Bio II
Cast time 2
recast time 30
Mp cost 30
TP cost 0
Deals umbral damage over time and reduces the attack power of enemies within area of effect.


36: Dia II
Cast time 2
recast time 30
MP cost 30
TP cost 0
Deals astral damage over time and reduces the defense of enemies within area of effect.


38: Blind
cast time 1
recast time 60
MP cost 15
tp cost 0
reduces the accuracy of enemies within area of effect


38: Resurrect
Cast time 10
Recast time 60
MP cost 0
tp cost 0
Revives a KO'd target


38: Soul Ward
Cast time 10
recast time 60
mp cost 0
TP cost 0
allows target to instantaneously revive upon being ko'd.


40: Emulate
Cast time 0
recast time 60
MP cost 0
TP cost 0
Imitate the very essence of another, assuming the target's elemental resistances.


42: Shadowsear
Cast time 4
Recast time 180
Mp cost 88
Deals umbral damage and increases your magic potency in proportion to the difference in Hp between you and the target.

42: Stygian Spikes II
Cast time 3
Recast time 60
Mp cost 16
Armors party members within area of effect wit umbral spikes, granting the ability to absorb MP from attacking enemies.

44: Poison II
Cast time 1
Recast time 5
Mp cost 25
Poisons enemies within area of effect.

46: Dark Seal II
Cast time 0
Recast time 120
Focus your mental energies, increasing the magic accuracy of your next cast.

48: Drain II
Cast time 3
Recast time 60
MP cost 45
Transfers a portion of HP from enemies within area of effect to you.

48: Sacrifice III
Cast time 2.5
Recast time 6
Mp cost 46
heals a portion of Hp and additional hp over time to party members within area of effect.

50: Contagion
Cast time 0
Recast time 60
Share your anguish, transferring all of your enfeebling effects to the target.

50: Numbing Rime II (think this ones bought with marks?)
Cast time 0
Recast time 60
Tp cost 1500
Launch an icy attack, dealing damage and temporarily incapacitating the target. Damage type varies with equipped arm.

Skills & Traits you buy with Marks:


Skills

Silhouette
Launch a shadowy attack, dealing damage to the target and decreasing emnity. Damage type varies by equipped arm.

Shadowfall
Launch a shadowy attack, dealing damage to the target and nearby enemies. Damage type varies by equipped arm.

Traits
Firm Conviction
Increases your defense while casting

Transendence
Increases your affinity with thaumaturge based actions by 10, up to a maximum of 100

Complete Control
Converts MND +5 into DEX +5

Driven by Faith
Converts PIE +5 into VIT +5

Will to Power
Converts INT +5 into STR +5

Complete Control II
Converts MND +10 into DEX +10

Driven by Faith II
Converts PIE +10 into VIT +10

Will to Power II
Converts INT +10 into STR +10



Edited, Aug 29th 2010 2:13pm by EdyNOTB
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#19 Aug 29 2010 at 10:43 AM Rating: Good
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You have both the Scourges & Banishes backwards. Scourge deals umbral (dark) damage; Banish deals astral (light) damage. Bio and Dia are correct.
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#20 Aug 29 2010 at 1:57 PM Rating: Excellent
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Ralrra wrote:
You have both the Scourges & Banishes backwards. Scourge deals umbral (dark) damage; Banish deals astral (light) damage. Bio and Dia are correct.


Thanks but I did say I took this from another person on Beta site and its not first hand research :)

My original guide at the top has got it the right way round!

Thanks for spotting the mistake though :)
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#21 Aug 29 2010 at 1:59 PM Rating: Excellent
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EdyNOTB wrote:
Ralrra wrote:
You have both the Scourges & Banishes backwards. Scourge deals umbral (dark) damage; Banish deals astral (light) damage. Bio and Dia are correct.


Thanks but I did say I took this from another person on Beta site and its not first hand research :)

My original guide at the top has got it the right way round!

Thanks for spotting the mistake though :)

Yes, you did. My apologies for making it sound like your mistake.
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#22 Sep 03 2010 at 1:34 AM Rating: Excellent
Sorry guys but not been able to get into Open Beta yet, so cant do anything to update the guide atm. Any of you out there in yet and can confirm anything on the list? Camps? Spells? etc. Will credit you in the guide if I get any more info.

Hopefully be online soon.
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#23 Sep 03 2010 at 3:50 PM Rating: Excellent
Got in finally - THM 6 atm so can confirm everything up till then.
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#24 Sep 04 2010 at 6:03 AM Rating: Good
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Our mana regen ability is now on a 10 minutes cooldown instead of 30 minute.
#25 Sep 05 2010 at 5:54 PM Rating: Excellent
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Sheep in limsa are still good for soloing. However, salamanders now aggro and the closest aetheryte node is blocked by salamanders, so you have to walk all the way back from Bearded Rock if you die. There is also a gobbue that aggros in the area, but it's not hard to avoid. Sheep also drop a lot of wind shards, which if you are a crafter from Ul'dah, you might need, as they are hard to find in Thanalan.
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#26 Sep 07 2010 at 11:47 AM Rating: Excellent
Updated and added - thank you guys for the input of new info.

Any of you guys out there have experience in other city states other than Limsa please post your solo hunting frounds, npc names, repair guys etc and I'll endevour to include in the guide (plus a credit to you as well)

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#27 Sep 07 2010 at 12:56 PM Rating: Decent
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Anyone trying out shields? I just bought the worm-eaten shield from Ul'dah, to see if that helps survivability when it comes to solo'ing. I'll test it out more tonight.
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#28 Sep 08 2010 at 3:55 AM Rating: Excellent
kfadera wrote:
Anyone trying out shields? I just bought the worm-eaten shield from Ul'dah, to see if that helps survivability when it comes to solo'ing. I'll test it out more tonight.


This is a very useful thing to do please Kfadera! I know that the meletankmage is something I've been hearing about recently but alas I have not tried a shield out for quite some time, the main reason being that last time I tried the shield seemed to take up all my TP when I had it out, therefore I was unable to spam Damnation etc. However people I have met recently and in the last Beta raved about its potential so I would like to know more. If you get any info about its usefulness in the life of a THM I would greatly appreciate feedback here as well as on the main forum. If you dont get time let me know and I'll try and set out testing myself although I have a friend in Linkshell that is already rank 3 shield and he says it very difficult to raise points on it.
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#29 Sep 10 2010 at 12:48 PM Rating: Decent
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Hey, thank you very much for this guide.

That said,

What stat buffs the phantom dart?

I am confused about this one, I ask because its our primary skill point getting ability so I find myself spamming it most of the time, but is it intelligence based or is it strength based attack?

I know the weapon itself says its magic potency bla bla bla but when u hit with it, is it based on strength? Just for spirit dart alone that is.

If someone can help clarify that it be really nice.

Thank you!

Edited, Sep 10th 2010 10:54pm by ffxivgyshal
#30 Sep 10 2010 at 11:33 PM Rating: Excellent
ffxivgyshal wrote:
Hey, thank you very much for this guide.

That said,

What stat buffs the phantom dart?

I am confused about this one, I ask because its our primary skill point getting ability so I find myself spamming it most of the time, but is it intelligence based or is it strength based attack?

I know the weapon itself says its magic potency bla bla bla but when u hit with it, is it based on strength? Just for spirit dart alone that is.

If someone can help clarify that it be really nice.

Thank you!

Edited, Sep 10th 2010 10:54pm by ffxivgyshal


Thank you and I hope it has been of some use to you. :)

Regarding your very valid question about what stats affect the potency of Phantom Dart the short answer is that I don't fully know yet, however a few things have seen increases in the damage output of the action. The problem is often increases are in conjunction with increases in rank so its hard to tell without any specific testing on this. At present in Open Beta I have been spending time exploring and not leveling THM like I did in the last beta, I was waiting for retail before this. Anyway these are things I have so far observed (but certainly not tested so its open for further discussion and testing):

1. When you upgrade your weapon you see an increase in damage output.
2. When your weapon is fully repaired you see an increase in damage output.
3. Quantity of damage is related to TP gain.
4. Rank increases damage output.
5. Under Magic Hand Attack (Physical attributes) an increase improves damage output.

What is unclear and needs further testing is if STR alone increases damage output. There seems to be a split opinion too that Phantom Dart is actually a physical move and not a magic move. I think its physical atm so I have increased my STR but out of all the points it has always been my lowest stat (DEX beating it just because its more important to hit everytime than to hit slightly harder but less often).

Anyhow I'm sure people have their own theories and tests, so hopefully this will all become clearer over time.

****EDIT****

After posting this I decided to put my theory to the test.

Rank 12 THM
Decorated Copper Scepter (main)
Used Phantom Dart only

40 PIE, INT, MND
23 STR

Was hitting mobs that checked as blue for between 192-221

Reassigned as many points as I could to STR (24 points)

36 PIE, INT, MND
40 STR

Was hitting mobs that checked as blue for between 150-175

It was only a small test but I think that it shows that STR does not increase damage output on Phantom Dart.

Edited, Sep 11th 2010 6:59am by EdyNOTB
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#31 Sep 11 2010 at 1:42 AM Rating: Decent
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Thank you so much! I am new to FF (both single player games as well as didnt play ffxi)

And when I saw TT I decided I would play this class and your guide has made it heaps more playable for me.
#32 Sep 11 2010 at 1:45 AM Rating: Decent
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btw, can one also assume dex doesnt do anything for darts?
#33 Sep 11 2010 at 2:26 AM Rating: Excellent
ffxivgyshal wrote:
Thank you so much! I am new to FF (both single player games as well as didnt play ffxi)

And when I saw TT I decided I would play this class and your guide has made it heaps more playable for me.


Again ty and I'm so glad it is helping you.

Ive still not fully testing anything really so please take my results as unproven, however it is the start of finding out the eventual facts :)

Regarding DEX, well in my last quick test I didnt play with that stat but again I always raised it thinking that it would equal more chance of hitting the mob but my thinking is changing a little now (this is specifically regarding Phantom Dart though) - I'm seriously starting to wonder if DEX and STR are not needed as much for Phantom Dart. Again further testing required. The only stat north of INT that I would put points into is VIT as this helps a ton with damage mitigation and if you plan on soloing and party play (like I already am) then having a high VIT is pretty important.

Another important thing to note is that STR and DEX may in fact play a role with the THM and other types of spells/actions. So little is known yet about the internal dynamics of the classes thats its to early to make assumtions about anything :)
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#34 Sep 11 2010 at 11:55 AM Rating: Decent
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another question...sorry..but why do I miss so much? >_< as in my damnation gets evaded/miss...

only that spell tho.

any idea why?

i got 40 in piety?
#35 Sep 11 2010 at 6:08 PM Rating: Excellent
Could be due to your Rank/level gap between you and mob or maybe DEX does play a part in that spell hitting more often. I know in my experience it hits about 60% of the time - havent tested it yet to know if DEX affects more or PIE. I have found the harder the mob -quell surprise - the less it sticks ! The easier the mobs the more it hits in terms of dmg and acc.
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#36 Sep 15 2010 at 12:32 AM Rating: Decent
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So if you do /aoe off does that make it so you don't have to confirm every time you cast some spells? I tried it for a small time but found that VERY annoying to deal with.(I would try it but I deleted that char and towns are uber laggy for me)
#37 Sep 15 2010 at 11:50 AM Rating: Good
Consilium wrote:
So if you do /aoe off does that make it so you don't have to confirm every time you cast some spells? I tried it for a small time but found that VERY annoying to deal with.(I would try it but I deleted that char and towns are uber laggy for me)


Yes /aoe off keeps all spellcasting as single target until you use /aoe on thats why setting it up a a macro is so usefull. Once you get used to use every spell has a double use! Great for swtiching between sacrifice and scourge or slow for example when there are mobs that are around that you dont want to hit.
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#38 Sep 15 2010 at 3:14 PM Rating: Decent
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I think I may be rerolling o.O

They REALLY need that in the tutorial stuff, SO annoying.
#39 Sep 16 2010 at 3:04 PM Rating: Good
Consilium wrote:
I think I may be rerolling o.O

They REALLY need that in the tutorial stuff, SO annoying.


Sorry I'm confused, what do you mean?
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#40 Sep 16 2010 at 4:00 PM Rating: Decent
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Sigh I tried it out didn't work, I want a way to get rid of the confirming of if it is an aoe spell or not.
#41 Sep 16 2010 at 6:49 PM Rating: Decent
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line 1 /aoe on /aoe off
#42 Sep 16 2010 at 11:15 PM Rating: Decent
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How does that change anything, all that does is make it defaulted to that, still have to press enter which is what I was trying to avoid, no reason to have to press enter after you have already selected your spell to cast.
#43 Sep 16 2010 at 11:33 PM Rating: Good
No you dont need to confirm using the macro setup.

It takes one combined keypress of CTRL + <number> or ALT + <number>

I have my aoe on/off macros set up as follows:

ALT+1
/aoe on

ALT+2
/aoe off

All it takes is one key press and each time the chat log lets me know that I have selected single target spellcasting or aoe. I do not have to press enter to do this. You will notice if you do this correctly that the green arrows beside the 'Area of effect' icon with either be there or be gone depending on what you have selected.

Make sure you have set up your macros correctly, so check your configuration.

Also any spell that targets a specific mob requires you to target mob, select spell which which creates a purple spinning circle around the target and then a key press to implement the spell (enter) or cancel the spell (escape).
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#44 Sep 17 2010 at 2:27 AM Rating: Decent
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Quote:
Also any spell that targets a specific mob requires you to target mob, select spell which which creates a purple spinning circle around the target and then a key press to implement the spell (enter) or cancel the spell (escape).


Here is what I am trying to avoid! There is no need for this if you have designated it as on or off it should stay that way and not require me to confirm it via pressing enter. I can see this being more acceptable on a gamepad but as a keyboard user not so much. I tried to change the enter key but I had no such luck, maybe to S or something just for more convience but if your using a mouse and keyboard hitting enter every spell is plain annoying and not good game play.
#45 Sep 17 2010 at 5:45 AM Rating: Good
Consilium wrote:
Quote:
Also any spell that targets a specific mob requires you to target mob, select spell which which creates a purple spinning circle around the target and then a key press to implement the spell (enter) or cancel the spell (escape).


Here is what I am trying to avoid! There is no need for this if you have designated it as on or off it should stay that way and not require me to confirm it via pressing enter. I can see this being more acceptable on a gamepad but as a keyboard user not so much. I tried to change the enter key but I had no such luck, maybe to S or something just for more convience but if your using a mouse and keyboard hitting enter every spell is plain annoying and not good game play.


Right I see where you are coming from now. You dont like the fact you have to press enter to execute the spell.

I just got used to it in the end and sometimes its not a bad thing. Quite often in the heat of a battle I have accidentaly hit the wrong key and quickly pressed esc to stop the spell, selected the new one and hit enter. I remember in one of the Beta's, maybe Beta 2 you didnt have to do this. I liked it better to be honest because when you hit your macro key the spell just went off right there and then, no messing about.

There are two ways of selecting you spells, one is through the keyboard numbers 1 through 10 (0) then hitting enter to cast the spell and the other is through macro's. After your last post I went to check this out and you do not need to press enter for any spell when it is cast Aoe provided you do not use the keyboard selection method. So a macro for Aoe Scourge would look like this:

/aoe on
/action "Scourge" main <t>

and obviously 'off' for single target

When you use this method you do not have to hit enter, you do not see a green icon or a purple circle.

I would recommend a row for AoE spells and a row for single target spells if you dont want to have to be hitting enter all the time. Before each macro line to cast the spell you would first have to tell it aoe on/off.

Edited, Sep 17th 2010 12:07pm by EdyNOTB
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#46 Sep 17 2010 at 12:21 PM Rating: Good
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I will give that a shot thanks, maybe add it to the guide which is already epic =)
Sorry for derailing the thread a bit lol


On a side note I hate to compare FFXIV to wow but I liked WoW's macro system better were I could set any key I wanted to a macro, here I will have to use ctrl 1-0, That I can adjust to though.

Thanks again for the help
#47 Sep 17 2010 at 12:25 PM Rating: Good
Consilium wrote:
I will give that a shot thanks, maybe add it to the guide which is already epic =)
Sorry for derailing the thread a bit lol


On a side note I hate to compare FFXIV to wow but I liked WoW's macro system better were I could set any key I wanted to a macro, here I will have to use ctrl 1-0, That I can adjust to though.

Thanks again for the help


Thank you for the positive feedback and I've added this information to the Macro section. :)
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#48 Sep 19 2010 at 11:30 AM Rating: Excellent
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EdyNOTB wrote:


Hope to continue for Beta but dont expect too much as its such a short time. I may go and try some synths if they sort out the GUI - maybe try and make the first Scepter! Still never saw one and I amassed over 200k gil ready to purchase!

Happy open Beta everyone - keep Thauming!!!!!



Awww I had one on my bazaar for 7K and no one bought it! I can make the decorated copper sceptres now.
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When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

clicky
#49 Sep 19 2010 at 12:36 PM Rating: Good
Lol Olorinus I bought one this Open Beta pretty early on for 90k - snapped it up as soon as I saw it and never looked back. Hopefully have an in-game friend for retail who will make me THM weapons in return for materials and shards + I will hopefully get further with alchemy (13 at OB) so I can provide him with home made mats too!

Are you on Besaid as well then?
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#50 Sep 19 2010 at 12:40 PM Rating: Good
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In Wutai I found a Decorated Scepter being sold for 14k. What a bargain! Then again in CB3, I picked up a Budding Willow wand for 25k.
#51 Sep 21 2010 at 1:03 PM Rating: Good
Just seen on the official guide site that a Silver Scapter is a 21-30 goldsmith item - If it has the same stats as the one I got in Beta1 then this is a real nice item to purchase.
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