THM had superior:
- AoE range
- Healing spells (partly due to ranged mechanic)
- Spell library in general for both solo and party play
- Physical damage reduction and gear selection to do it
- Magic damage reduction
What changed this from being this way:
- Removed AoE from sacrifice (so now you take the -HP hit too; that ONLY affected CON casting Sacrifice pre-patch)
- Spell library was balanced out with only Conjurers getting -ga cures.
- Physical damage reduction is still better based on gear selection.
- Magical damage reduction was nerfed with Emulate.
- Solo rendered very difficult to near-impossible with removal of AoE to key spells in the library like Siphon MP.
It was all interacting with one another and small adjustments made for big chances. Conjurer went from being the abused mage job to the best healer available because of these adjustments. The scales were tipped from one direction to another in terms of healing, but THM also got its solo capability stolen from it as a result.
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But imo, you shouldn't have to rank up both mages or multiple DoW jobs to be the best at your <insert main class here>. Your main class should be strong in its own right, with other classes boosting your output just enough to make a difference. Personally I feel like the class system needs far more restriction than it currently has on its because this open-ended nonsense isn't making unique classes whatsoever. It's just making very cookie-cutter setups that echo XI's elitism of "need this SJ or else you're not invited".
I'm sure it's been said here, but think about it in context of gameplay and ability selection. Let's say you want to DPS (since this is the most common role currently in XIV, right? There's 4 jobs that do this specifically). Your choice of "how" to deal damage stops pretty much at your weapon choice. Since the game is in a shallow state of gear right now, that's also already decided for you if you want straight up damage. Thereafter, almost all the abilities you "choose" are already chosen for you. Let's break down a run-of-the-mill DPS.
DPS (18 points!)
Ferocity II
Raging Strike II
Hawk's Eye
Bloodbath II
Invigorate II
Still Precision II
And don't forget, now everyone has to be somewhat self-sustainable!
Other stuff (16 points! if you only pick 2 healing spells)
Second Wind II
Featherfoot II
Emulate
Cure II/III
Sacrifice II/III
Siphon MP cuz I need to get MP back somehow.
Somehow you need to do damage...
Weapon Skills (12-14 points!)
500 TP weapon skill, whichever one I want. Oh wait, Skull Sunder is the best one...
Some 1000 TP weapon skill I'll feel good about using because my main class provides it.
Perhaps I'll pepper in some weapon skill that consumes all my TP like Victimize or Maim... not many choices here
Oh I guess I'll need an AoE weapon skill too.
18+16+12 = 46/48 points.
You only get 64. That leaves you with 22-24 points to actually "choose" how to spec your character. How is that making for unique classes exactly? What it's really asking you do to is pick your favorite weapon type, put on these abilities, then pick a secondary role, but you only get 8 abilities (24 points@3/pop) to make that decision, and even then, that's also already chosen for you...
Want to tank?
Easy: Sentinel, Obsess II, Provoke II, Taunt II, Accomplice, Punishing Barbs, Warmonger (this one's 5), done.
Actually that's the only other role you can perform in a party as a DPS (off-tank).
My opinion: Leveling one DoW or DoM class shouldn't mean "jack diddly", especially in an environment where even when you have them all at 50 (and I do btw so don't take this like I am talking out of my ass), you are just keeping up with the Jones', not making a unique class or improving yourself more than the next guy (who probably also has a ton of jobs at or close to 50).
Conclusion: FFXIV's class system is a perfect example of the illusion of choice.
XI Wiki



