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Question About Conjurer/Mage In General Spells.Follow

#1 Jul 23 2011 at 6:36 PM Rating: Decent
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Hello i recently started this game again since beta and I decided to take a complete 360 degree turn in what I typically play in every mmorpg which is melee dd. Anyways I have a few questions on conjurer:

1) How much Damage does a properly equipped conjurer do? How does it compare to other damage dealing classes?

2)I saw a bunch of youtube videos of AM(ancient magic) which is one of the main reasons i wanted to make conjurer and play another black mage type of character in ff14 is AM in this game really that disappointing looking/damage wise also? Isn't it supposed to be the "ultimate" magic. Anyone tested damage with them?

3) How does conjurer Compare to FF11's BLM? I know in the game its a bit of a Scholar with both whm/blm which I don't mind and actually like, but with only 2 mages I have no clue how they are higher levels?

Any information is appreciated.
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#2 Jul 23 2011 at 6:52 PM Rating: Good
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As a level 90 WHM & BLM I'll try to give some info.

KingAlkaiser wrote:


1) How much Damage does a properly equipped conjurer do? How does it compare to other damage dealing classes?

I'm not entirely sure on all the answers, and gear seemingly has not been mega-tested as it has in FFXI. INT is technically the only stat I know of to increase in FFXIV. In XI, MAB was the biggest factor hands-down. With the introduction of auto-attack, normal hits for me with a pine crook at level 27 were like, 80's. Spirit dart / elemental shroud hitting for 260+'s. Nukes can hit from 300~500 depending on pre-buffs or resistance enfeeblement (burn choke, etc). I don't have AM yet in XIV. I have heard months ago that they were a massive let down. There was a thread somewhere with people posting screens of their biggest damage. I can't recall it but some people were hitting rather decent numbers in the multi-thousand range. -- as for how it compares, I have no idea as you can see from my signature I've not really gotten around much yet.

2)I saw a bunch of youtube videos of AM(ancient magic) which is one of the main reasons i wanted to make conjurer and play another black mage type of character in ff14 is AM in this game really that disappointing looking/damage wise also? Isn't it supposed to be the "ultimate" magic. Anyone tested damage with them?

Mostly answered this before. I have heard AM blows. It's a shame. I expect it to change long down the road. Same go's for all magic. A con really is not seemingly looked at as a pure elemental DD. They are slowly shifting to a WHM/BLM hybrid.

3) How does conjurer Compare to FF11's BLM? I know in the game its a bit of a Scholar with both whm/blm which I don't mind and actually like, but with only 2 mages I have no clue how they are higher levels?

I was never a solo-BLM in XI. Soloing is a lot easier in XIV, albeit slow and getting slower per some in lieu of 1.18. I'm not sure how Con's will go. But I feel they will primarily be expected to heal. Maybe SE will take their BLM powers away completely, and make them pure WHM's. I'm not opposed to that, but truth be told of any classes that need to be deconstructed and refined, I would absolutely say CON and THM are the most mashed up hybridized jobs in XIV -- with seemingly no direct objective other than support.

Any information is appreciated.


A vid: http://www.youtube.com/watch?v=Wodu_aYjSdU CON over-killing level 1 mobs with AM. Hits for 3K+ but, I'm curious on dmg vs even level mobs.

Edited, Jul 23rd 2011 8:58pm by Darkm0d
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#3 Jul 23 2011 at 7:24 PM Rating: Good
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1) Damage wise, CON can hold their own vs mobs/NM of even level. You need to exploit Elemental Weakness and avoid Elemental Resistance. However, if you compare CON to THM, expect to see vast difference in term of damage. Pre-patch, THM has probably the highest damage with CON in the middle and slightly toward lower-end. Post-patch, THM lost the AoE heal ability but their Banish II and Scourge II now deal as much damage as Shadowsear (I heard from my LS THMs) which make them particularly more devastating.

Never played FFXI so can't answer the 2) and 3)
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#4 Jul 23 2011 at 7:42 PM Rating: Decent
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Thank you very much I appreciate the information. Its a shame I thought It would be perfect to play mage in the game as I can support which is one of the best things i liked about whm in FF11 and helping anyone out at any level with cures/buffing/etc all while doing blm damage.

But from what i can see and watching my friends/cousins rank 45 accounts this game is a lot different because people can quickly get their hp/mp back with resting standby, so trowing a cure/protect/shell ain't as valuable/life saving as it was in FF11.

But ill keep trying it out before i give full judgement. I really wish SE released at east 3 mages and didn't make them hybrids for both of them such as making a dedicated healer and a dedicated damage dealer mages. Such as removing dmg spells from conjurer, replacing with more healing/support/banish/holy and THM getting the nukes. Maybe with a third class the hybrid bit.

If I don't like this as much as i see I might just give in and go do monk/pugilist like i wanted originally.

Appreciate information tho thank you guys, I have been getting tons of info here lately after i came back and I am spamming the forums a bit lol, but i like to prepare with information due to extremely bad habit to re-create my characters for the smallest superfitial things lol( i am ashamed to say i re-created for a haircut back in ff11 and had a level 50 monk, this was pre TOAU crab fest days also lol).

P.S- FF14 is a weird game because it doesn't follow traditional Final Fantasy Classes Down 100% like FF11 did, and it looks like they are mixing jobs and fusing them to "new" things. I wish we had Blue mage/Summoner from FF11 ^^ those were a **** of a lot of fun classes, and even with a billion death on blm solo i also enjoyed nuking with it.
-I wish we had some FF tactics classes like time mage,calculator,geomancer those will be both new and cool as heck.


by he way, are spells effected by stats like curing people/etc? it still feels weird int his game that any class even a non mage can just set the spell and cure just as good as a mage can, and vise versa for melee class.

Edited, Jul 23rd 2011 9:51pm by KingAlkaiser
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I Am Alpha And Omega
The Beginning And The End
The First And The Last
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DRG/WAR-http://ffxi.allakhazam.com/profile.xml?57308
SMN/WHM- http://ffxi.allakhazam.com/profile.xml?57308
#5 Jul 23 2011 at 8:10 PM Rating: Good
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The fact that you can mix and match spells is very jarring. You want to think what you do is an exclusive right, an entitlement to your dedication to the job you're performing. That's how I felt it in XI at least.

With XIV, you can create a suicide of flavors to whatever you want. At first I found this amazing, but that enthusiasm dwindled as I grew bored of not feeling like I was unique in my job.

Stats should effect spells. Piety is accuracy, Mind is cure potency, INT is spell damage. Typical assumptions there, but just like in XI, only the insane would actually notice a difference. I never parsed, I did not care. I would sit around and Cure VI landed almost the same with like, 60 MND and 250 MND.


Oh, and I should mention. When you are on (insert job) you're "affinity" at that job is 100. Think of that as a %. Every action / spell you perform as the correctly corresponding job has 100% potency. When you are NOT that job, it has a reduced potency, as your "affinity" with the spell / ability is not at it's normal 100%. This is just something that is said, I don't know of any massive testing, however the theory is heavily supported by the fact that you can "augment" your "affinity" when you hit lvl 30 I think. You can but an ability that you can equip on any job that increases your affinity of that job whilst on other jobs.

I'm sure that sounds confusing. Basic example is that As a lvl 30 con I can buy an ability that makes con spells "better" when NOT on my con. I can then switch to, say, Gladiator and equip that ability and as my gladiator, my conjurer spells would be more efficient.

Edited, Jul 23rd 2011 10:14pm by Darkm0d
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FFXIV: (Rabanastre) Working on: CON ~ LNC





#6 Jul 23 2011 at 9:00 PM Rating: Excellent
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KingAlkaiser wrote:
FF14 is a weird game because it doesn't follow traditional Final Fantasy Classes Down 100% like FF11 did


FFXI invented some new jobs and modified some old ones, too, though. Corsair? Puppetmaster? Dancer as a healing job? Scholar as a DoT (and nuking/healing) job? Dragoon with a pet wyvern?
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#7 Jul 23 2011 at 9:30 PM Rating: Good
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KingAlkaiser wrote:

by he way, are spells effected by stats like curing people/etc? it still feels weird int his game that any class even a non mage can just set the spell and cure just as good as a mage can, and vise versa for melee class.

That's not really how it works. A Conjurer using the cure line will always heal for more than a Pugilist using cure.
On my Marauder(24) Cure2 maxes out at 280 or so HP. On my Conjurer(20) Cure2 heals for about 350+. My Marauder(Through gear) has higher Mnd than my Con(Which is **** near naked). It's just the affinity thing I guess.
Kind of balanced out(solo) due to Conjurer having about half the HP of my Marauder.

I assume the job system they are planning will stream line things more, with a dedicated role for each job so people can decide if they want to heal, nuke, or enfeeble. I do agree that there should have been at least 3 Mage jobs(Arcanist is just sitting there crying in a corner no one sees) at the start, and leaving it at 2 was a mistake. It's even worse now, with only one job that seems to be capable of performing one of the most important roles in any rpg.

KaneKitty wrote:


FFXI invented some new jobs and modified some old ones, too, though. Corsair?

Corsair is just Gadgeteer with a gun really. Lot of things changed of course, but I couldn't call it something XI invented(Agree with all the rest though, pup is especially original).

Edited, Jul 23rd 2011 10:32pm by Uchitoru
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#8 Jul 23 2011 at 10:47 PM Rating: Good
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Curaga and high level Raise is now exclusively Conjurers.
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