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Any Conjurer skills worth grabbing?Follow

#1 Sep 28 2010 at 6:11 PM Rating: Decent
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Is anyone doing Conjurer as well even though they're THM main for a particular skill?

Was just poking around a bit on the forums and the question popped up.

Any thoughts?
#2 Sep 28 2010 at 9:52 PM Rating: Decent
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Protect, Shell, Paralyna, Poisona, Blindna and the Cure line comes to mind.
#3 Sep 28 2010 at 11:43 PM Rating: Good
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Don't forget stoneskin, on top of everything else Dark said.
#4 Sep 29 2010 at 2:51 PM Rating: Decent
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10 THM / 5 CON. So far, "Cure" is a much better straight-up heal than "Sacrifice" (although it has no HoT component).

Quick question though, we were debating this in LS last night.....

If I'm on my THM, can I still get THM "Rank" skill ups by casting CON spells?
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#5 Sep 30 2010 at 1:23 PM Rating: Decent
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I can't give an answer to this but its very very easy to test! You just use ONLY cure for a few fights and see if you get a skill up. Yes you will need to have a second person kill the mob, unless you throw in the elemental spells too.

Another question that comes to mind is this. Does the effectiveness of the "subjob" scale up with rank of that job or with the rank of the main job or just the physical level. Is it capped somehow.

More questions than answers I'm afraid, but as I am crafting almost all the time in game at the moment (except for farming crystals and some gathering) I just don't have the time to gather the data. Surely someone has?
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#6 Oct 01 2010 at 8:50 AM Rating: Decent
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As for low level... I'd level Conjurer to level 8 for Stoneskin and Shock Spikes. Without these killing dodo's is much harder....

Right now what I do is precast Shockspikes, Stoneskin, and sacrifice then cast slow on the mob(usually a yellow con dodo which I think is tough right?) and then I just wand wand damnation till it's dead using cure or sacrifice when needed.

I usually kill the mob with ~60% hp left and then just cast sacrifice again to heal... also never go below 90% mp with this method since damnation restores ~8 - 12 mp depending on the damage it does.

Shockspikes though is one of the most useful spells in the book as it reduces incoming damage by stunning the mob... I highly recommend getting this if you plan to solo.
#7 Oct 04 2010 at 3:45 PM Rating: Decent
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Having both leveled is just great I been soloing many extremely hard quests and tough mobs with ease. Just having the 2 cures to fire off and shock spikes is great add in punishing barbs and its just a good time.
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#8 Oct 05 2010 at 12:33 PM Rating: Good
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I'm just starting THM with 18 con leveled. Protect rocks. Having radiance pre-10 rocks.
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#9 Oct 05 2010 at 12:41 PM Rating: Decent
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I felt the same way starting off on CON. I just used Sprit Dart and Damnation and it wrecked stuff pretty bad.

I'm CON 8 now and Shock Spikes is pretty amazing. I find Stoneskin is good for absorbing AOEs when you know about them and for buffing a party - but I don't waste the time plowing through Greens/Oranges unless I'm getting beat up badly. Double healing with Sacrifice/Cure is great too.

Our Debuffs are pretty potent - but I don't actually have any room to set them at THM 12. I'm still really low relatively - but I run with: Phantom Dart, Scourge, Damnation, Sacrifice, Cure, Stoneskin, Shock Spikes, Punishing Barbs (OP), Exalation.

I'll probably add Slow when I can - it's a noticeable reduction in attack frequency.

Hearing people talk about how powerful Protect/Shell are makes me want to level CON higher though. I'm trying not to get too unfocused - I do BOT leves as well for the Rank20 rewards. BOT is 17 currently - THM12 (very close to 13) CON8 and ALC is about to ding 18 - Physical 23.

I really do enjoy plowing through difficult stuff as THM. All about finding the right camps. At 12 I found a cave with Green moles (A Bogy spawns there too, they are mega cute and easy to kill) that respawn at the perfect rate. Beats fighting people for Dodos unless I find a better camp.
#10 Oct 05 2010 at 9:39 PM Rating: Decent
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Shock spikes is a great solo tool. Also useful in a party if you dont have a CON, as you can still aoe it. Same for Stoneskin, on both points.

Basically, if you know you are going to have a CON with you, its not neccessary. However, there is also the matter of shield skill. It helps to keep your shield skill up if you have more than one class using one.

And as far as shock spikes as a cross-class skill: it still procs stun pretty often, and if you put points into Lightning Attribute, you can further boost the damage.
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#11 Oct 10 2010 at 4:03 AM Rating: Good
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CON has plenty skills for THM that can be used in various situations.

1st one is Cure, when you're soloing mobs as THM you'll probably notice that Sacrifice is cutting you down by 50HP on each cast. Use Cure (CON 4) instead of it in solo conditions.
2nd off, and by far my favorite: Profundity (CON 10). This spell added in with Dark Seal and Blood Rite turns your next Scourge or Banish into a insta-crit super nuke.
As for other spells, the usual. (Protect, Shell, etc.) Hope the info helps.
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#12 Oct 10 2010 at 5:00 AM Rating: Decent
CBates88 wrote:
CON has plenty skills for THM that can be used in various situations.

1st one is Cure, when you're soloing mobs as THM you'll probably notice that Sacrifice is cutting you down by 50HP on each cast. Use Cure (CON 4) instead of it in solo conditions.
2nd off, and by far my favorite: Profundity (CON 10). This spell added in with Dark Seal and Blood Rite turns your next Scourge or Banish into a insta-crit super nuke.
As for other spells, the usual. (Protect, Shell, etc.) Hope the info helps.


No.2 great idea. I have done the DS and BR together with scourge but never thought of the CON one as well. Is it worth the time to cast all three and then scourge as well? Couldnt you do more dmg more quickly just using banish straight after? Still for an effective potent hit this combo sounds like win. :)
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#13 Oct 10 2010 at 4:10 PM Rating: Decent
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Honestly Dark Seal won't change much. That one will just make the spell a sure shot. BR and Profundity though combined will deal double dmg+ when I tested it. You won't cut down on time really though. Each of the 3 are instant casts, so you can line them up and then Scourge or Banish which with Profun. takes about 6 seconds to cast I think. The only down side to adding DS is you'll lose more AP that could be used elsewhere. Either way this makes an amazing party situation combo. Try it out.
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Profundity:
Enunciate and project, increasing the magic potency of your next cast. Lengthens cast and recast times.

The underlined is why I suggest for party only, it'll change Scourge or Banish to double cast times. Which can give a higher chance of failure midway through. Which then kills the whole combo as Profun. has a pretty short buff time. Use wisely on any case.

Edited, Oct 10th 2010 6:15pm by CBates88
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