I do agree with this, thing is me and a few friends had a party going on tuesday but without a healer we found it hard to defeat Dodo's, if there had been a conjurer present (who wanted to heal) it would have been no problem.
Can't wait to get in on Wed to try my GLd with a shield, didn't realise there was one for sale for 1k in Thundersticks shop.
The fact that healing and buffing doesn't seem to net any Class skill points during battle + the MP issue it makes playing a DoM classes very lop sided.
It's no surprise to see SE screw magic classes up, they had a good run at doing that in FF11.
Conjurer has Shell and Protect, but I'm generally getting the sense that SE does not want any one skill to be overspecialized, if you personally want to specialize, it's up to you to focus on learning and setting the abilities that compliment that role specifically.
Fighting Dodos with only a Thaumaturge healing with sacrifice actually worked out very well, that spell ended up being a lot better than I thought it was going to be. I've yet to have a party with a Conjurer healing, but we had no deaths so I was happy.
So what it comes down to is this I suppose, SE wants you to build your character as you want, or prefer, so if you level Conjurer, you'll be able to set a mix of offensive and defensive spells, once you start to get further into the game, and you have a lot of spells to choose from, what you set will become more important.
The system is very similar to Blue Magic in FFXI actually, one Blue Mage could be a healer, one could be a nuker, one could be a melee DD, and one could even be a tank, you don't know by looking at them. (Though I suppose if you check their subjob and gear you might be able to guess.) So for party seeking later down the road, if specialization becomes necessary, they're going to have to allow players to check off roles they are willing and able to perform, similar to other games LFG systems.
Correct me if i'm wrong, but what SE is trying to do is get rid of the context of "Classes". Wherein you go "Oh that guy is XX class, so I know for a fact he has these abilities". They are giving you basic building blocks and then allowing you to tack on skills from there. So you might be a GLD but later on in game+expansions you might see abilities akin to creating your GLD in the image of a PLD and do that, or focus more on making your GLD look like a traditional warrior. etc etc.
I have no problem with what you are saying about classes being a mix and match situation, however in a party enviroment you still need clear rolls, ie tank, melee, magic caster and Healer/buffers.
Obviously if healing as a main role is not a realistic option then the other classes need their own way of self healing, there is deffinately the option for that in FF14, but it removes an important part of the game to me.
Just seems SE are making magic classes more hassle to play to the point where people aren't going to want to play them.
People complained in the alpha about the lack of skillups for the CON, but the CON I partied with got skillups just fine.
He found that if he spammed AoE cure on someone near the tank, he got nothing, but if he healed the person with hate, skill ups galore.
Its pretty obvious why buffing gives you hardly any skill ups, and why the healing works the way it does, otherwise a CON could level up by sitting next to an crystal and buffing/healing people nearby without ever fighting anything.
I've found this to be a mixed bag both on the beta forums and in game. A lot of people love the new casters, myself included (though I do believe they need some work and fine tuning/balancing). In general, I found that a lot of the people who didn't enjoy the caster classes didn't enjoy caster classes in past games either.
So it leads me to believe that a lot of that dissapointment is coming from people who thought XIV would suddenly open the doors to the glorious world of magic users for them. I don't think we're losing anything by having less clearly defined roles given to us. We can still clearly define those roles if we want, it just allows for differing styles of play.
Perhaps I choose to build a party where a lot of the characters are hybrids, the conjurer mixes offensive and defensive magic, the Marauder heals people with sacrifice and then drains it back with their bloody strikes move, etc.
You could just as easily choose to form a party with a very distinct tank, healer, dd division, a Gladiator with tank moves he pulls from the many classes, a Conjurer with healing abilities from Thaumaturge, and pure DD pugilists and marauders etc.
I think a lot of what makes us what we are will be what abilities we set and what equipment we wear.
Could someone give me a sample of Roegadyn names? Aiming to have a character name which fits nicely in cutscenes.
actually when i said healing is gone and its a good think i was refering to /heal
What i really think about support healing is, its different. You can be a dope buff healing class if you want, but its not the same role it used to be. And in those situations, it still promotes party play.
the advantages that conjurer and thuam have over self heals when they are in a party:
aoe or cone heals
higher curing due to sub debuff or maybe just more mattack and specialized weapons
Buffs that act like cures
Larger mp pools
what this means is the advantage to a conjurer is they will cure for more and can cure multiple people/buff multiple people for the same mp cost as non conjueres, as well they will prolly have access to better mp management skills due to skill points. This is helpful in a dif type of situation, and thats the many vs many, i can stand near some one else and both of us can tank a mob, since cure is relatively little hate, this is perfectly feasible for a party, using buffs to supplement cures on cool downs (stoneskin is like a pre cure) protect reduces dmg but last a relatively short time. The only problem is if your going to be doing this, you will be eating mp like fat bastard, thats where some self curing can help. also when your close to a crystal or far, your mp management playstyle may change.
the good thing about this game is its full of options, there are many strategies and tactics you can employ for different situations. If you get a pure healing mage you may change your skills to be more attack heavy, and attack different mobs, maybe more groups or linking mobs. if your solo you equip differently. sometimes as pug i may be called upon to tank and sometimes not, you can adapt to many different situations, or try to seek the situations in the playstyle you prefer.
if you want pure mage to be the only and best way to go for every healing situation, then i dont think this will be that type of game. if you want there to be a role that you can have as a healer, i do believe that will exist. As far as will it be important endgame? im sure there will be many different types of endgame fights and many solutions. I hope moreso than ffxi.
Btw some of you should really start realizing although this game has cosmetic similarities to XI it really doesnt play like XI, and while you can create a team of ffxi like roles, thats not the only way to go about things. There are other options and thats a good thing
Does the Conjurer have spells like Esuna/Panacea, Haste, Stone, Shell, Protect, etc?
For one thing the cap is currently 30, it was 20 in alpha, so we have no idea who gets those spells because they're mostly high level... except Stone, which yes it has that, and Protect and Shell which I confirmed a post or two ago.
Esuna and Haste will most likely be high level spells, we won't see those for a while, perhaps not even in the vanilla game at all. As far as I am aware no class currently has status heals.