Ah, that was the reason.
Then once again I assert the compromise: Reduce the Refresh rate of UI (say, 1/3 of its current value) while also allowing each Ice spell to refund MP equal to its base cost (or just a % of MP) while in UI.
I haven't crunched any numbers on this but as a base it ought to work. You still refund MP while moving (and more than the standard caster), but have more reason to utilize Blizzard spells in UI.
Last edited by Archwizard; 04-24-2019 at 12:35 PM.
Real Magic. It feels too cookie cutter!
I'd get around that problem with an instant-cast UI spell that restores less mana compared to B3 or B4 but lets you maintain some level of DPS in the interim. Blizzard I is an ideal candidate for this.
UI itself could give a general bonus to any spells used within it, while ice spells gain more. Something like 20-25% of your total mana T3/Foul/F3. F3 thus would leave you at full mana going into your AF rotation. B4 due to not refreshing UI and granting full Umbral Hearts could restore a similar amount as B1 at about 50%, but B3 inside UI would be the fastest option, restoring 75-80% total while under UI in order to get you immediately into AF if for some reason you want to skip Foul/T3 entirely.
Similarly, Freeze could then be slot into the AoE rotation to fulfill a similar purpose, restoring far more than Blizzard II and granting Umbral Hearts.
Last edited by Grimoire-M; 04-24-2019 at 02:04 PM.
*looks for Astral Hearts on the UI*
So that’s why I can’t find them.
Anyway I’m aware of that but I'm just saying it's another way it could be implemented, besides reinterpretation of the Polyglot timer, even if the entropic resource build up also makes for an interesting explanation of what Polyglot is actually accomplishing. I get the conceptual tie between Enochian and Polyglot but given how the BLM channels its aether, I think this works better due to the lore behind how BLM manipulates aether, and it paves the way for darkness/entropic themed spells.
Last edited by Lauront; 04-25-2019 at 02:43 AM.
On the whole UI thing I think making it a bit closer to its PVP version would be fine if you had some quick regen options like those mentioned. Retaining a passive element to it would be ideal for those scenarios where the boss vanishes. I’m not really opposed to B1 becoming instant for some quick mana boosts - it’s not like the spell has a great many uses right now.
Umbral Ice is indirectly the "Best" time for two "Elements" (Foul is unaspected so not really an element)
Before Fire IV existed and made Astral Fire function on a timer, Thunder was used in BOTH phases. That was the unique thing about a Lightning aspected spell, it was independent of phase because it didn't suffer any penalty associated with either phase.
The only limitation it faced was hard casting it during AF was a no-no because of MP usage.
Ironically, if Fire IV actually refreshed the AF timer, both Foul and TCloud would both be perfectly fine to use within AF as there would no longer be a strict number of GCD's to fit in during the phase.
If merely the question of "How are these generated?" and "What is the purpose of these?" is all that is necessary to be considered convoluted... Then Astral Hearts are currently equally "Convoluted" as no-one has yet pinned down exactly how to generate them and what to use them for.
So far there have been suggestions about having Fire IV generate them, with some suggestions being that they're only generated when you don't have Umbral Hearts (So the latter 3 Fire IV's in a rotation)
With their use ranging from suggestions such as being used for a new indeterminate spell for use specifically within Astral Fire that is or isn't a Fire spell. Or buffing Ice spells during UI (To mirror how Umbral Hearts work to buff Fire spells during AF)
Just because an exact suggestion hasn't been made about the usage of "Penumbral Hearts" doesn't make them a convoluted idea.
By the way, there also has actually been an actual straight forward suggestion about using them, unlike with "Astral Hearts" - Thunder casts generate them. New Burst spell consumes them. Potency of Burst is at least 540 (Could be more) and thus spending an extra GCD in UI to cast it is a DPS gain since it wouldn't impact your overall number of "Fire IV" spells.
Though this is merely a single suggestion. There are many more possibilities, just like there are for the nebulous "Astral Hearts" idea.
I can and will complain about such a thing though.
Given that there are possibilities to add in small numbers of skills that have more impact. I.e. If Fire IV was given a Firestarter proc for a theoretical "Fire V" that was more damaging.
That's only a single skill addition, that can affect several GCD's during AF phase...
Same could be said about just letting Fire IV refresh the timer of AF (Maybe a caveat where it doesn't generate any AF stacks, but merely adds to the timer). Which would then allow Foul and TCloud to be used within AF phase.
Heck, you could do both. Make Fire IV refresh the AF timer (Allowing use of Foul and TCloud) alongside a Firestarter trait to proc from Fire IV and make Fire I turn into Fire V.
Which would add more than just 1-2 GCD/oGCD's to the rotation, while being very minimal additions/changes to skills.
Also, I laugh when you talk about expansions not being "Jarring reworks every 10 levels" in reference to BLACK MAGE which is the job that undergoes several pretty significant gameplay shifts throughout its leveling process. Initially at level 40 when you gain access to F3 + B3, then at level 60 when you get F4 + B4 and then at 70 when you get Foul.
Personally what I hated about ARR BLM was the fact you had to react to firestarter procs instantly or you lost potential DPS. I could see its 'casino mage' style returning in a similar manner to SAM's Kenki, where its GCDs generate a secondary resource by procs that you can expend on enhanced spells later on, I just don't see the need to do that when RDM covers that ground already. I like the current BLM as it is and I could honestly see Firestarter and Thundercloud going away entirely in favor of a sharpcast rework and some more minor but consistent mobility tools such as Fire/Blizzard V being instant cast with 1.5s recast times to offer short periods of mobility when combined with Slidecasting and a spot to single weave, while also replacing Fire/Blizzard I entirely.
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Mechanics are Aesthetics. Graphics don't make interesting gameplay.
What purpose would that serve?
Given that the job is balanced around spamming Fire IV.
If you mean simply go and try out the pre-Fire IV rotation... I have. Especially recently, I was farming level 40-50 FATEs as BLM.
I personally think that level 42-59 BLM is the most fun BLM. With 1-39 BLM being utter trash and 60-70 BLM being kind of dull (Thriving purely off of being in encounters that force movement frequently to actually be interesting)
Really, my only qualm with the old combo, was the awkwardness that was reacting to the Firestarter procs, where you had to wait like a millisecond after each Fire I cast to check if a Fire III proc happened and so you couldn't queue up the cast...
Though, that could easily be solved via making the new "Firestarter" proc generate Astral Hearts instead of being a singular cast based on a temporary buff. Meaning that you can delay your reaction to the proc as you can store up to 3 charges of it. In addition, if Astral Hearts were independent of Umbral Hearts, you could even guarantee to save them throughout UI phase transition too (While old Firestarter would be consumed by the Fire III you used to get back into AF if you missed the proc and already cast B3)