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I have to go to a &*%^$ Aetheryte to regen mana?!Follow

#1 Oct 10 2010 at 1:10 PM Rating: Default
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I must be missing something. Tell me I am missing something. Please. Mana doesn't regen naturally like HP apparantly? WHO'S STUPID IDEA WAS IT TO MAKE A CASTING CLASS THAT CAN'T NATURALLY REGEN MANA?!

At least they give me the use of 'Tranquilty' with a TEN PHREAKEN MINUTE COOLDOWN

God this game is just disappointment after disappointment under every layer. Just when I start to give it a chance, this is what I get.

-Teeg



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#2 Oct 10 2010 at 1:13 PM Rating: Good
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Rofl, rated up for sheer hilarity. You didn't check the forum much before release did you? Well let me catch you up. First, you can only use Aether to recover hp/mp once every 10 minutes. Secondly, you can not recover via Aether during a levequest. Third, yes Tranquility has a 10 min cooldown.
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#3 Oct 10 2010 at 1:14 PM Rating: Excellent
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Welcome to five months ago?

Both CON and THM have a 10 minute ability that gives about 200+ MP (not mana) on use. They're 0 Action Cost, so equip them at slots 29 and 30 and leave them there. When you need MP, switch to either class, use said ability then switch back. Between those two abilities and the Aetheryte or Aetheryte Gate, you have plenty of options.
#4 Oct 10 2010 at 1:29 PM Rating: Excellent
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Welcome to five months ago?

Both CON and THM have a 10 minute ability that gives about 200+ MP (not mana) on use. They're 0 Action Cost, so equip them at slots 29 and 30 and leave them there. When you need MP, switch to either class, use said ability then switch back. Between those two abilities and the Aetheryte or Aetheryte Gate, you have plenty of options.


Seph said exactly what i was gonna say,if you are running outta mp you are doing something very wrong.
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#5 Oct 10 2010 at 1:33 PM Rating: Excellent
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It's better than the 30 min timer they were on during beta.

Level past 10 before you blow a gasket. You get MP regening abilities.

SE is creating a system where people will buy items such as ethers and foods that help manage your MP. It like the circle of life. Mages farm items they sell to alchemists who in turn create ethers sell to mages so they can keep their MP up, who farm to create money to buy Ethers from alchemists.
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#6 Oct 10 2010 at 4:26 PM Rating: Good
SsXTricKeY, ****** Superhero wrote:
Quote:
Welcome to five months ago?

Both CON and THM have a 10 minute ability that gives about 200+ MP (not mana) on use. They're 0 Action Cost, so equip them at slots 29 and 30 and leave them there. When you need MP, switch to either class, use said ability then switch back. Between those two abilities and the Aetheryte or Aetheryte Gate, you have plenty of options.


Seph said exactly what i was gonna say,if you are running outta mp you are doing something very wrong.


That's exactly what I was going to say. I've never needed to head back to Aetheryte during my time as CON, whether I'm doing levequests or just straight up grinding. Spirit Dart is such a good attack that I only cast a buff or healing spell maybe once per fight, and even that's a rare occurrence.

HOW COME I NO CAN USE TEH RED LOTUZORS FOR EVRY ATTACK?!

Edited, Oct 10th 2010 9:43pm by PLDXavier
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#7 Oct 10 2010 at 4:40 PM Rating: Decent
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Regardless of how uninformed the OP may be, the lack of any passive MP regen is still an atrociously horrid mechanic, simply because it limits the fun-factor of casting cool spells as a conjurer or thaumaturge and decreases the utility of any magic a DoW may use.

If magic was that overpowered it should have been balanced around output, not lack of regen. Another shockingly bad design choice.
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#8 Oct 10 2010 at 4:57 PM Rating: Good
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i think it was a good idea to not add mana regen..

caster shouldnt manaburn everything , if you running thrw your mana pool before the 10min then you are playing wrong lol , aside from the 10min ability there also weapon skill that give u MP

and there a aetheryte everywheree.. so dont worrie about it
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#9 Oct 10 2010 at 5:01 PM Rating: Decent
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Timorith wrote:
Regardless of how uninformed the OP may be, the lack of any passive MP regen is still an atrociously horrid mechanic, simply because it limits the fun-factor of casting cool spells as a conjurer or thaumaturge and decreases the utility of any magic a DoW may use.

If magic was that overpowered it should have been balanced around output, not lack of regen. Another shockingly bad design choice.

This.

There really is no logical defense for lack of natural mana regen. It's a stupid, tedious, unnecessary obstacle. One of many in FFXIV.
#10 Oct 10 2010 at 5:06 PM Rating: Excellent
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I dont view it as a "tedious obstacle" because I have never urn out of mp even once. There is a basic attack, your not supposed to simply spam magic, but even when I am cure spamming I still dont run out. If you have placed a decent amount of points into mind you should at least have over 600 with the 10min cooldown recovering about half of that.

Seriously, I have NEVER run out of mp, I think you need to be using your basic attack more often. I don't even use the thm cooldown, just my con one.

With that said I don't see why we cant regen mp while sitting, but it doesnt effect me either way since I never run low.. >.>

Edited, Oct 10th 2010 7:07pm by Silverwyrm
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#11 Oct 10 2010 at 5:24 PM Rating: Decent
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Ggrab wrote:
caster shouldnt manaburn everything... you are playing wrong...

Silverwyrm wrote:
... your not supposed to simply spam magic...

Why are you playing a magic user again? To NOT use your spells? So the correct way for a caster to play is to NOT cast; That means the correct way for an archer to play is to not shoot right? The correct way for a marauder to play is to not chop things with an axe, right?

I freely admit Conjurer isnt my main and im just in it for protect, shell and cure 2 atm - but seriously, if you are penalized for using magic, why play a class that excels at magic use?

Again, a needlessly restrictive mechanic that simply isn't fun.
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#12 Oct 10 2010 at 5:27 PM Rating: Decent
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In this game your a mage type class but mostly your just going to spam your normal basic attack. To be honest there is no reason to cast dd or even dot spells.
#13 Oct 10 2010 at 5:29 PM Rating: Decent
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Sephrick wrote:
Welcome to five months ago?

Both CON and THM have a 10 minute ability that gives about 200+ MP (not mana) on use. They're 0 Action Cost, so equip them at slots 29 and 30 and leave them there. When you need MP, switch to either class, use said ability then switch back. Between those two abilities and the Aetheryte or Aetheryte Gate, you have plenty of options.


When you switch to Conjurer or Thaumaturge, that 10 minute ability is put on a 20 minute cooldown, so that idea is a no go.
#14 Oct 10 2010 at 5:35 PM Rating: Decent
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Teegotaru wrote:
I must be missing something. Tell me I am missing something. Please. Mana doesn't regen naturally like HP apparantly? WHO'S STUPID IDEA WAS IT TO MAKE A CASTING CLASS THAT CAN'T NATURALLY REGEN MANA?!

At least they give me the use of 'Tranquilty' with a TEN PHREAKEN MINUTE COOLDOWN

God this game is just disappointment after disappointment under every layer. Just when I start to give it a chance, this is what I get.

-Teeg





Well this has been common knowledge for sometime... actually a long time. Now when I play CON or THU I can effectively manage my mana to the point where I can still solo very well, and make my mana last till my MP regain spells cool down. The longest I was able to go without have to go back to the Aertheryte was 3 hours where I was then promptly slayed by a big ol tough sheep I thought I could knock down... HOW I HATE YOU FUZZY DUMB SHEEP!!! The trick is to not just spam your main spells over and over.


Edited, Oct 10th 2010 7:37pm by crazyorc
#15 Oct 10 2010 at 5:36 PM Rating: Default
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Spirit Dart is such a good attack that I only cast a buff or healing spell maybe once per fight, and even that's a rare occurrence.


And apparently you're okay with this god awful gameplay.
#16 Oct 10 2010 at 5:58 PM Rating: Good
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Allowing us to cast weak spells many many times is not nearly as cool as having to strategically manager fewer powerful ones. FFXIV is nice in that it is casual friendly (I can pop in for an hour or 2 only per day and still get some leves accomplished) But it is not "casual player" friendly. (no dumdums)

I've seen parties of DoW thinking that a few deaths during each fight during a leve set to 4 stars is normal because there was only 4/5 of them. SO I asked them if they were doing regimes and they weren't! FFXIV favors careful strategy, they could have knocked the defense off those monster's snug faces and prevented them from using special attacks, but they were too lazy!
#17 Oct 10 2010 at 7:13 PM Rating: Decent
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Teegotaru wrote:
I must be missing something. Tell me I am missing something. Please. Mana doesn't regen naturally like HP apparantly? WHO'S STUPID IDEA WAS IT TO MAKE A CASTING CLASS THAT CAN'T NATURALLY REGEN MANA?!

At least they give me the use of 'Tranquilty' with a TEN PHREAKEN MINUTE COOLDOWN

God this game is just disappointment after disappointment under every layer. Just when I start to give it a chance, this is what I get.

-Teeg




I am so sorry that you cannot just spam nukes while healing yourself at the same time and beat everything at level 10.

/sarcasm off
#18 Oct 10 2010 at 10:19 PM Rating: Good
I actually don't have issues with MP right now, and I'm a 16 Conjurer. As with both CON and THM, pump alot of points into INT and especially MND. Currently I can recover just over 320MP (About half my MP amount.) using Tranquility. Couple that with Radiance (R10 Conjurer skill) and your MP isn't too much of an issue really. Radiance alone converts a small amount of damage done with it into MP and only costs TP to use. It deals a fairly good amount of damage too (About 160-170 for me on blue, green, and some orange mobs.) and doesn't cost anything but TP to use. Its accuracy can be somewhat low however... Anyhow do what others have said, pick up a CON and THM weapon and then equip the MP recovery skills for each respective class. When not in battle just swap to that class, use the skill, then swap back to your main. At this point in time each skill is on its own individual timer and it would do you good to level at least CON to 16 for Protect and Shell.
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#19 Oct 10 2010 at 10:51 PM Rating: Good
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BrokenFox wrote:
Timorith wrote:
Regardless of how uninformed the OP may be, the lack of any passive MP regen is still an atrociously horrid mechanic, simply because it limits the fun-factor of casting cool spells as a conjurer or thaumaturge and decreases the utility of any magic a DoW may use.

If magic was that overpowered it should have been balanced around output, not lack of regen. Another shockingly bad design choice.

This.

There really is no logical defense for lack of natural mana regen. It's a stupid, tedious, unnecessary obstacle. One of many in FFXIV.


Quoted for Truth. However there is something to be said for playing intelligently and efficiently. Generally the idea when solo is to bring the mob down ASAP before it eats your squishy face. In a group, non-stop casting will usually prompt the mob to eat your squishy face. There has to be balance, but there is - low health, low defense, high spike damage. But that doesn't apply here. Spirit wand-ing isn't exactly what I'd call nuking.

Asagiri wrote:

I am so sorry that you cannot just spam nukes while healing yourself at the same time and beat everything at level 10.
/sarcasm off


How would that be any different then spamming melee abilities to beat everything at level 10? A mage should be able to tear into a mob with it's most effective spells to kill it, or to put out as much dps as possible, without pulling agro, in a group and then rest their MP between fights. Having to reduce your dps because SE has essentially gimped your xp/hr ability kinda blows.

The issue at hand is the lack of resting hp/mp and honestly that is rather asinine. However it's just another form of control, probably brought on from the dominance of BLM in XI.

With all of that said, the mechanics implemented, as stated above, attempt to resolve the no-resting-for-mana-recovery but the omission of such a basic mechanic doesn't make much sense (insert 10 new "No AH?" threads a day) it's another thing to have to adjust to. It works but a lot of people are going to be annoyed by it.
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#20 Oct 11 2010 at 12:46 AM Rating: Good
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Ridiculous thread.
During closed beta, tranquility was on a 30 min timer.
I never ran out of MP during closed beta.
#21 Oct 11 2010 at 4:16 AM Rating: Decent
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You didn't check the forum much before release did you?


Wish all these new people did, they could of seen all the threads about problems and decide to come back in 6 months time.
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#22 Oct 11 2010 at 7:36 AM Rating: Decent
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This post can't be for real. Are people really this clueless? It's these kinds of posts that make me scared to get on the road, knowing these same unique individuals are trying to get all their motor skills together at the same time, in order to turn the key.
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#23 Oct 11 2010 at 8:22 AM Rating: Default
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Anyone that has issues with mana right now surely hasn't found Stygian Spikes or Syphon MP. Either one completely covers your mana needs.

Edit:

To add to that, CON's Spiritbound halves MP cost for its durration. I've actually spec'd out of MND as I was NEVER going below half of my MP pool while grinding on crabs at level 21. This was while healing AND nuking at ever opportunity. That is to say - I was spamming spells, and not once was mana an issue.

Edited, Oct 11th 2010 10:25am by Alabazman
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#24 Oct 11 2010 at 8:31 AM Rating: Default
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atleast people crying about this will quit pertty soon
#25 Oct 11 2010 at 8:43 AM Rating: Excellent
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I actually commend SE for treating MP like this. It was said earlier that this system will foster interaction with people who's main job is crafting. Alchemists will make MP regen potions and Ethers. Chefs will make treats and snacks for MP regen or whatever effect. Sounds good to me.
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#26 Oct 11 2010 at 10:30 AM Rating: Good
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*Sigh* I hate to admit when I am wrong, but...

Thanks to the fatigue system I had to bench my archer for a while. This is the first time I have ever started out an MMO as a job other than 'black mage' (in this case conjurer). When originally posted I had leveled Conj out to 3. I was sorely disappointed (as you can tell by my first post) with the MP system. I was doubly disappointed in the fact that neither HP nor MP are refilled when you level up. I never noticed the HP issue as Archer as the regen is one heck of a lot faster than in XI and I rarely feel low on HP as Arc.

I WAS surprised to see that I had a full complement of elemental spells at my fingertips at level 1

At physical level 20 ALL of my points have gone into str, vit, dex - thereby lowering my MP a ton compared to what it could have been had I put points into int. (Remember, my main for this character was to be Archer)

With Conj at level 7 now I am finding that I do indeed do alright with the MP provided (even with gimp int) as compared to the first few levels, only getting low if I am really spamming the spells - and even then I am within a minute or 2 of my Tranquility cool down.

Thank you to those who posted helpful information regarding the abilities of the class as it levels up. It encouraged me to keep the ball rolling and I have found (as many suggested) the class does indeed get much better as you level up.

-Teeg
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#27 Oct 11 2010 at 10:52 AM Rating: Good
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Teegotaru wrote:
Thank you to those who posted helpful information regarding the abilities of the class as it levels up. It encouraged me to keep the ball rolling and I have found (as many suggested) the class does indeed get much better as you level up.

-Teeg


/cheer

Good on you for sticking to it to see for yourself.
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#28 Oct 11 2010 at 10:55 AM Rating: Good
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You can reset your points and move some to mind and intelligence.
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#29 Oct 11 2010 at 11:12 AM Rating: Good
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ispanolfw wrote:
Sephrick wrote:
Welcome to five months ago?

Both CON and THM have a 10 minute ability that gives about 200+ MP (not mana) on use. They're 0 Action Cost, so equip them at slots 29 and 30 and leave them there. When you need MP, switch to either class, use said ability then switch back. Between those two abilities and the Aetheryte or Aetheryte Gate, you have plenty of options.


When you switch to Conjurer or Thaumaturge, that 10 minute ability is put on a 20 minute cooldown, so that idea is a no go.


That's not quite true. The abilities are put on cooldown when you slot them. Since they are CON/THM only, you can leave them on your bar as a different job without using any points. Then when you switch jobs, the cooldown is already done.
#30 Oct 11 2010 at 11:36 AM Rating: Good
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Ilmoran wrote:

That's not quite true. The abilities are put on cooldown when you slot them. Since they are CON/THM only, you can leave them on your bar as a different job without using any points. Then when you switch jobs, the cooldown is already done.


This I have confirmed. I slotted Tranquility at 30 as suggested and had the cooldown period once slotted, but now can switch to conj from arc and be able to use it instantly.

Any hints as to how I keep my arc abilities on the bar when I switch jobs? I go to con and several arc specific abilities disappear. When I switch back I have to re-slot them. Thinking about moving my main abilities to bar 2 to see if that helps. Any help?

-Teeg
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#31 Oct 11 2010 at 11:51 AM Rating: Decent
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Thank you to those who posted helpful information regarding the abilities of the class as it levels up. It encouraged me to keep the ball rolling and I have found (as many suggested) the class does indeed get much better as you level up.


Now if we could just figure out a way to get all the other knee-jerk posters to stop and think for a few minutes this forum might be worthwhile again...
#32 Oct 11 2010 at 11:52 AM Rating: Default
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Teegotaru wrote:
I must be missing something. Tell me I am missing something. Please. Mana doesn't regen naturally like HP apparantly? WHO'S STUPID IDEA WAS IT TO MAKE A CASTING CLASS THAT CAN'T NATURALLY REGEN MANA?!

At least they give me the use of 'Tranquilty' with a TEN PHREAKEN MINUTE COOLDOWN


Let me guess, you were that Black Mage who spammed his highest-tier magic back-to-back, complaining about broken enmity mechanics and shallow MP pools, right?

Or maybe you were the Red Mage who had to keep telling the merit party to stop pulling on a chain 4 so that you could rest for MP because Convert came "with a TEN PHREAKEN MINUTE COOLDOWN."

Either way, you couldn't play the game very well. Consider the cost of your spells, the recast time of your abilities; now fit them together into a mutually beneficial plan. This is what is known as a strategy.
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#33 Oct 11 2010 at 12:09 PM Rating: Decent
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LOL strategy in this game.

Spirit Dart
Spirit Dart
Spirit Dart
Radiance
Spirit Dart
Spirit Dart
Nuke
Spirit Dart
Radiance
Heal
Spirit Dart
Spirit Dart
Spirit Dart
Radiance

That's what the gameplay as a caster equates to in FFXIV. There's no strategy. Stop kidding yourself that this game somehow requires a mental thought. Fact is, spirit dart is the most non-strategic ability the class has. Every class has the same exact ability with a different flavor. SE thought having an auto-attack ability added depth and speed to combat (lol). This is the ability you spam the most.

As a healer, you spam spirit dart until you need to heal.
As a nuker, you nuke every now and then so you don't blow through your MP (lol aggro) and spirit dart spam the rest of the fight.

Spirit Dart = FFXIV's ground breaking strategic gameplay that all these FFXIV ******** think they're geniuses for using
#34 Oct 11 2010 at 1:47 PM Rating: Decent
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TheLufia wrote:
LOL strategy in this game... There's no strategy. Stop kidding yourself that this game somehow requires a mental thought... Spirit Dart = FFXIV's ground breaking strategic gameplay that all these FFXIV @#%^s think they're geniuses for using


Woah there, buddy, there's no need to get that angry. Since my use of the word "strategy" seems to have set you off, I'll clarify the situation, defend the word's use, and cite its definition in the process.

We can agree that the OP was likely spamming the strongest spells he could as fast as he could, or using that he was using abilities without the proper understanding of their moderation, thereby forcing him to run out of MP at an accelerated pace.

By forming a strategy -- that is, "a plan, method, or series of maneuvers or stratagems for obtaining a specific goal or result" -- he could avoid that. The fact is, FFXIV does require strategy; indeed, doing almost anything with some amount of foresight does.

The plan/method/series of maneuvers: using abilities that do not cost MP (e.g., Spirit Dart)
The specific goal or result: better MP management; not having to run back to the aetherite

Thus I hope you see how the word "strategy," despite its surprisingly provocative nature, is actually quite apt.
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#35 Oct 11 2010 at 3:44 PM Rating: Good
Timorith wrote:
Regardless of how uninformed the OP may be, the lack of any passive MP regen is still an atrociously horrid mechanic, simply because it limits the fun-factor of casting cool spells as a conjurer or thaumaturge and decreases the utility of any magic a DoW may use.

If magic was that overpowered it should have been balanced around output, not lack of regen. Another shockingly bad design choice.



I have not run out of MP once. I don't know what you are doing but at 10 MP per spell (yes they all cost only 10MP and less in lower levels) with around 500MP as level 13 CON/THM i have a really hard time to even go below 50% until my MP recover ability is back up.

Please play the game before you come to a forum and look like a complete fool.

KJ
~Conserving MP~
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#36 Oct 11 2010 at 5:01 PM Rating: Decent
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KindjalFerrer, Tarutaru Murder Suspect wrote:
Timorith wrote:
Regardless of how uninformed the OP may be, the lack of any passive MP regen is still an atrociously horrid mechanic, simply because it limits the fun-factor of casting cool spells as a conjurer or thaumaturge and decreases the utility of any magic a DoW may use.

If magic was that overpowered it should have been balanced around output, not lack of regen. Another shockingly bad design choice.



I have not run out of MP once. I don't know what you are doing but at 10 MP per spell (yes they all cost only 10MP and less in lower levels) with around 500MP as level 13 CON/THM i have a really hard time to even go below 50% until my MP recover ability is back up.

Please play the game before you come to a forum and look like a complete fool.

KJ
~Conserving MP~


It's like you didn't even read his post.

Lets pretend you sit there and chain cast spells over and over. Lets say that's like 5 seconds for each spell (cast time and the slow *** readying animation). That's like 120 MP every minute if you're chain killing (which is perfectly possible in a good spot). At somewhere around 50-60 MND, I have a little over 700 MP. There's no way you're chain casting spells and keeping up with MP regeneration. At just 5 minutes, you'd already have used about 600 MP.

His point was that as a caster, you are not allowed to cast over and over, otherwise you'll run out of MP. If you're stating otherwise, you're out right lying or leaving out some details. This forces casters to resort to their less than stellar abilities which are not fun to use (spirit dart, radiance, etc).

And yes, I'm aware that in FFXI classes like BLM didn't chain cast either, and that was BORING. Adding spirit dart to the fray doesn't improve anything. It's still boring, if not more annoying.
#37 Oct 11 2010 at 5:11 PM Rating: Excellent
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I dunno about you, but every leve I've done as a Conjurer I've basically just spammed my mp during fights. I cycle between 2 nukes, an elemental debuff, repose on any adds, and curing + buffing (stoneskin, shockspikes, protect, shell) and I have yet to run out of MP. Between Tranquility and getting back to full MP between leve's I've been just fine. Maybe it'll be different at higher leves (only up to rank 20 atm) but honestly, I don't see what the issue is.
#38 Oct 11 2010 at 6:32 PM Rating: Decent
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Hi, I can cast spells nonstop, and you know, between THM and CON 10 minute cool down mana regen abilities, and maybe some Radiance thrown in, I never run out of MP. Easy game is easy. QQ is QQ. Less QQ, more pewpew.
#39 Oct 11 2010 at 6:50 PM Rating: Decent
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Rinsui wrote:
Ridiculous thread.
During closed beta, tranquility was on a 30 min timer.
I never ran out of MP during closed beta.


Boosh!
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#40 Oct 11 2010 at 7:11 PM Rating: Good
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His point was that as a caster, you are not allowed to cast over and over, otherwise you'll run out of MP. If you're stating otherwise, you're out right lying or leaving out some details. This forces casters to resort to their less than stellar abilities which are not fun to use (spirit dart, radiance, etc).


amazingly, other classes have to do the same thing! id love to be able to spam broad swing on large groups of enemies intermixed with brandish every other action, but assuming ill even survive an encounter with 3+ green-or-higher mobs as my mrd, the fact of the matter is, TP generation and stamina use wont keep up.

the idea isnt to go in and blow your entire load all the time every time without any regard for the cost or consequences. the idea is (imo) to learn how to manage your resources so that when you start taking on harder stuff in a group you dont go oom in two or three minutes because you were trying to run the MP sprints instead of a marathon.

in short, its teaching moderation and strategic (theres that word again) use of abilities as opposed to a thoughtless spamming of everything you have.

Edited, Oct 11th 2010 6:14pm by Quor
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The thing about me is that apparently it's very hard to tell when I'm drunk. So I feel like I'm walking sideways on a UFO and everyone else sees me doing the robot like a pro.
- MojoVIII
i have bathed in the blood of many. my life was spent well.
feral druids do it on all fours.
The One True Prophet of Tonkism.

http://therewillbebrawl.com/
#41 Oct 11 2010 at 7:31 PM Rating: Excellent
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1,104 posts
KindjalFerrer, Tarutaru Murder Suspect wrote:
I have not run out of MP once.
I wasn't talking about MP conservation so much as the fun-factor of playing a magic user and being penalized for using magic.

KindjalFerrer, Tarutaru Murder Suspect wrote:
...10 MP per spell (yes they all cost only 10MP and less in lower levels)...
With the tedious execution of several ponderously-written macros, I can unequip all the actions/weapons of my ARC21 and replace them with my CONJ13. Indeed the nukes take 10MP. Buffs and heals take 12.

KindjalFerrer, Tarutaru Murder Suspect wrote:
Please play the game before you come to a forum and look like a complete fool.
Melaahna Valiera, Fabul Server

In case the link doesnt work:
Physical Level 29
Archer 21
Carpentry 17
Leather Working 15
Conjurer 13
Botany 13
Pugilist/Lancer/Thaumaturge/Goldsmith/Mining 10

So basically you can suck it KJ. Have a nice day.

Edited, Oct 12th 2010 5:34am by Timorith
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Melaahna Valiera
#42 Oct 11 2010 at 9:00 PM Rating: Default
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260 posts
Big props to those of you who actually understood the theme of the post.

To the rest:

1. You all know everything
2. This game isn't a huge flop
3. I will be here after my first billing cycle


All three of those statements are false.

-Teeg
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Why do gnats drop rat tails and lemurs drop gnat wings?
#43 Oct 11 2010 at 10:06 PM Rating: Decent
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35 posts
I wasnt around for it but, were people this ****** at FFIX launch when they figured out they couldnt 2hr every fight?

I wouldnt mind games shifting to magic mechanics working far differently than physical fighting mechanics, but recent games have gotten to the point where the main difference is animation... Then again I was fine with D&D where you had to memorize your spells the day before and you got like 5 and they were all highly situational (a nice way of saying they sucked hard) but you could be godly for about 2 minutes at the price of being weak as a child for the rest of the day... I can just imagine what the reception would be like if SE wanted to implement something like that...
#44 Oct 11 2010 at 10:17 PM Rating: Good
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9,526 posts
Leskura wrote:
probably brought on from the dominance of BLM in XI.


You must have played a different XI than I did... getting a party as BLM was brutal for me in XI.
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lolgaxe wrote:
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.


#45 Oct 11 2010 at 10:33 PM Rating: Good
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9,526 posts
TheLufia wrote:


Spirit Dart
Spirit Dart
Spirit Dart
Radiance
Spirit Dart
Spirit Dart
Nuke
Spirit Dart
Radiance
Heal
Spirit Dart
Spirit Dart
Spirit Dart
Radiance



You're doing it wrong. Especially if you nuke without putting up any debuffs.

My typical (super tough mob) solo battle on CON 20 looks a lot more like:

blood rite
profundity
aero
scourge
choke
aero
sacrifice
spirit dart
cure II
spirit dart
second wind
spirit dart
spirit dart

Should be dead now.

For mobs that are tough but not as tough:

Scourge
Choke
Aero
sacrifice
spirit dart
spirit dart
Cure II
spirit dart

Should be done now...

Etc.


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lolgaxe wrote:
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.


#46 Oct 12 2010 at 5:40 PM Rating: Default
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339 posts
Alabazman wrote:
Anyone that has issues with mana right now surely hasn't found Stygian Spikes or Syphon MP. Either one completely covers your mana needs.

Edit:

To add to that, CON's Spiritbound halves MP cost for its durration. I've actually spec'd out of MND as I was NEVER going below half of my MP pool while grinding on crabs at level 21. This was while healing AND nuking at ever opportunity. That is to say - I was spamming spells, and not once was mana an issue.

Edited, Oct 11th 2010 10:25am by Alabazman


All of you that rated me down to default for providing some useful info can kiss my pucker. kthxbye.
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