That's one of my points, though. We already do very well against normal monsters. We can spam Delta Thrust, we can use CA-->Savage Blade--->Goblin Rush on every other or every third mob and, if fighting multiple monsters, finish one off with BT while getting the next prepared for combat.
There's a kind of thought process that SE should be going through when releasing new BLU spells and when applied to Heavy Strike would look something like:
Who's the target of the spell? Your opponent.
Physical or magical? Physical.
Does it have additional effects? No.
Is it conal or AoE? No, neither.
Any unqiue mods or properties? Well, it's got a 75% STR mod and it autocrits.
Ok, so by this point we've firmly established that this spell is for our physical DD role. However, this is where the reasoning breaks down a bit. We already do very well against normal monsters, so obviously it shouldn't be made for them.
What would you use it on/when would you use it? With those mods, it'd be perfect on high level NMs. Excellent, that's exactly what I want to see, a spell that fills a niche that's missing from one of our roles. But, wait, now we're doing too much damage to regular monsters, so reduce it's accuracy. A lot.
So, now we have a spell that was designed to be used on high level NM's but with accuracy so bad, it can't land reliably on an NM designed for the 90 cap at level 95 and using sushi. I understand wanting to limit the damage done to regular monsters for the sake of game balance as well as balance between our other physical spells but I feel reducing accuracy was the wrong way to do it.
As a fix, I propose that the accuracy of Heavy Strike should be commensurate with the target's level. The higher the target's level, the greater it's innate accuracy. This way, it can still maintain it's niche function while still keeping things on an even footing with the other jobs as well as our other physical DD spells.
What do you other BLU's think?


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