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  1. #21
    Player
    Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    997
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 70
    Re: Thunder spells.

    These spells on their own look lackluster, but two aspects make them very useful for increasing your dps.

    First, while the overall potency when hardcast (cast without the proc) is less than a fire spell in astral fire, it does give a chance to give a proc effect that greatly enhances its damage. When casting the procced version, instead of the low initial damage you normally get you get an amount equal to the amount the spell would do over time. E.g. For Thunder 1, instead of being a 270 potency spell (30 up front + 240 over time) it becomes a 480 potency spell (240 up front + 240 over time) as long as you don't cast it befote the previous one wears off. To compare, Fire 1 is 333 potency when cast in astral fire 3 (180 + 85%) so Thunder can be more effective if cast properly. Because of the increased chance for procs with multiple enemies, thr AoE Thunder 2 can be extremely powerful when used in multiple mobs since you can all but guarantee it will proc every time.

    Second, it should always be cast during your ice phase, since you will need one filler spell to get to full mp before switching back to fire and Thunder is the most effective use of this filler gcd. Its potential damage ouput will always be higher than any additional ice spell you could cast as a filler.

    This changes slightly with the 70 rotation, since Fire IV is so powerful and the rotation is super tight, but you'll lways want to use it once during the ice phase regardless.
    (0)
    Last edited by Mhaeric; 04-06-2018 at 08:20 AM.
    "The person who says that the only way to please them is to restrict options for others is, if you ask me, the one who deserves it least." - David Gaider

    Blue Mage confirmed!

  2. #22
    Player
    Kuolemanlaakso's Avatar
    Join Date
    Feb 2018
    Posts
    11
    Character
    Eauflie Phuiceaux
    World
    Zodiark
    Main Class
    Black Mage Lv 69
    Update time. I'm now level 70. Now i've got all skills (did the last BLM quest for Foul), what is the rotation I should be using?
    (0)

  3. #23
    Player
    Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    997
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 70
    The most important concepts are always maintain Enochian by maintaining your Astral and Umbral stances while remaining in Astral stance as much as possible and Umbral as little as possible. The very basic single target rotation without cooldowns once past the opener is:

    Fire3 - Fire 4 - Fire 4 - Fire 4 - Fire 1 - Fire 4 - Fire 4 - Fire 4 - Blizzard 3 - Foul - Thunder 3 - Blizzard 4 and repeat.

    Fire 4 is your bread and butter dps. Fire 3 and Blizzard 3 are your stance switching spells. Fire 1 lets you stay in Astral Fire stance longer. Foul and Thunder 3 are umbral stance fillers that allow you to maintain your dps in ice phase. And Blizzard IV lets you squeeze in an extra Fire 4 in your fire spam. One important note is that this rotation is highly modifiable depending on situation. Some examples: if your Enochian is about to drop it is better to cut short your fire spam to refresh it. Thunder 3 can swap with Foul if you have enough mp for it immediately after blizzard 3. If you get a fire 3 or Thunder 3 proc they will also adjust where you cast them. Some people also advocate not using Blizzard 4, since it's not that effective at what it does in the rotation. Convert can let you get some more Fire 4 out in your astral stance, and is especially useful when paired with Sharpcast to force a proc of Fire 3 which extends your astral fire buff. Etc.

    The very basic AoE rotation once past the opener is:

    Fire 3 - Flare - Flare - Transpose - Foul - Thunder 4 - Blizzard 4, repeat.

    Blizzard 4 is more necessary here, since it's what allows you to double flare. Using convert is great to squeeze in extra flares. There's a bit of variability here too, since you can add a couple Fire 2 in before your Flares if you want a less volatile rotation that has more chance for Foul to be procced and not having to wait for mp to tick after Transpose, and Foul and Thunder 4 can swap places depending on which proc is currently available. Etc.

    Openers are not my forte, you'll have to ask others for that.
    (1)
    Last edited by Mhaeric; 04-24-2018 at 07:53 AM.
    "The person who says that the only way to please them is to restrict options for others is, if you ask me, the one who deserves it least." - David Gaider

    Blue Mage confirmed!

  4. #24
    Player
    Frizze's Avatar
    Join Date
    Feb 2016
    Posts
    1,048
    Character
    Frizze Steeleblaze
    World
    Lamia
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Mhaeric View Post
    Openers are not my forte, you'll have to ask others for that.
    All of the above sounds dead on. Ill take a stab at openers. Your opener should be a little flexible, as some fights will have different phases and demands. The more that you know about the fight youre about to start, the more specific your opener can be.

    Boss fight, slow build, starting from scratch(no carryover buffs, all abilities available)
    Diversion - Thunder 3 - Swift - Blizzard 3 - Enochian - Ley Lines - Blizzard 4 - Fire 3 - Triple - Fire 4x3 - Sharp - Fire 1 - F4x3 - Fire 3 proc - Convert - F4 - B3

    Boss fight, fast build, starting from scratch
    Swift - T3 - Diversion - Sharp - F1 - Eno - F3 proc - Ley - Triple - F4x3 etc

    The first is general and works most of the time. You get your full burn going in 4 GCDs with all relevant buffs up(and hate down). The second would be an example of a variation for a boss fight where its going to go invincible and you need to front-load more, as youre going full speed in only 2 GCDs(that may not seem like much of a difference, but 2 more F4s before you lose target can help sometimes).

    You can use a simpler opener on most AoE pulls. Something like T4(possibly cast while the tank is gathering mobs to get extra ticks/fish for thundercloud procs) B3 B4 F3 go. Keep in mind that in dungeons you can keep Eno up between pulls by using transpose every 10 or so seconds, so your 2nd(and later) fights will often have Foul available earlier in your rotation. As long as you dont think youll draw aggro(or are ready to dump via lucid) feel free to use any carry-over Fouls early in the rotation so you can continue earning them. This is where knowing your fight and knowing your abilities lets you be a little flexible to get the best results. Good luck!

    Edit for below: Yes, thats exactly what i meant. I wasnt in game and got the name a little wrong. Fixed now.
    (2)
    Last edited by Frizze; 04-24-2018 at 10:28 PM. Reason: oops

  5. #25
    Player
    Kuolemanlaakso's Avatar
    Join Date
    Feb 2018
    Posts
    11
    Character
    Eauflie Phuiceaux
    World
    Zodiark
    Main Class
    Black Mage Lv 69
    You mention Evasion, do you mean Diversion?
    (0)

  6. #26
    Player
    Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    997
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Kuolemanlaakso View Post
    You mention Evasion, do you mean Diversion?
    Yes, they mean Diversion.
    (0)
    "The person who says that the only way to please them is to restrict options for others is, if you ask me, the one who deserves it least." - David Gaider

    Blue Mage confirmed!

  7. #27
    Player
    guido00g's Avatar
    Join Date
    Apr 2018
    Posts
    1
    Character
    Ian Guido
    World
    Hyperion
    Main Class
    Gladiator Lv 70
    Hola mucho gusto mi nombre es Ian Guido estoy en hyperion
    (0)

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