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  1. #1
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    They did ask us to make a list of spells and enemies that the spells fail on in my "is there a reason" forum. That was the last the community reps have stated anything about fixing any of our spells. Feel free to add to it. Personally, I'd love to be able to use spells like Tourbillion and Barbed Crescent.
    (0)

  2. #2
    Player Metaking's Avatar
    Join Date
    Dec 2011
    Posts
    253
    Character
    Metaking
    World
    Lakshmi
    Main Class
    BLU Lv 99
    isnt Erratic Flutter an aoe fire dmg move + haste >.>;
    (0)

  3. #3
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Metaking View Post
    isnt Erratic Flutter an aoe fire dmg move + haste >.>;
    Yeah kinda meh fire dmg but capped magic haste with lowish duration (like 1-1.5 minutes). Probably will lose some potency because of random BS reasons like diffusion. Hopefully will have a more normal duration
    (0)

  4. #4
    Player
    Join Date
    Nov 2013
    Posts
    400
    I believe so, and it grants some nice haste^^

    Those wamoura go bonkers after using that move.
    (0)

  5. #5
    Player Sixtythree's Avatar
    Join Date
    Mar 2014
    Posts
    41
    Character
    Encore
    World
    Shiva
    Main Class
    DNC Lv 99
    I was curious of that as well (fire damage) I hope it's just Haste II so you don't have to rely on a target to cast.

    [edit] The more I think about it, the spell descriptions are generally very honest with what the spell does. For example:

    Subduction (Lv. 99, Recast time: 5 sec.)
    Deals wind damage to enemies within range. Additional effect: Weight.
    (0)
    Last edited by Sixtythree; 06-25-2014 at 12:04 PM.

  6. #6
    Player evanwimbish's Avatar
    Join Date
    Aug 2011
    Location
    Windurst
    Posts
    160
    Character
    Evanleewimbish
    World
    Quetzalcoatl
    Main Class
    BLU Lv 99
    Ravenmore really summed it up with the /dnc /nin /rdm statement, all those used to be good , but now suck, I recently tested all of them to try the save points route, and it really made no difference. I do agree with the /war and the dmg output with it, if your a melee blu, then you def would want to /war so you don't need to equip double attack, and the attack +25% and 10% or whatever from the two job abilities stack with natures meditation and then red curry +1 with Usonmunku x2 attack rank a are amazing for dmg aside from REM 119 afterglow, however I really really really really really really really have been enjoying bluemage /scholar lately because my tier 1 nukes are doing CRAY damage on every enemy including delve bosses... I currently am doing my whole linkshell with this blu/sch set up and everyone is extremely pleased with it. doing 2-3k dmg from a tier 1 nuke (ANY tier 1 nuke) is great, and watching charged whisker hit for 9k dmg is fun... but this route only works if the enemy does not resist magic, so you need to make DD and MAB macros which is a lot of work but fun overall... with that being said, I overlooked the recast timer on that new blu wind magic 5 seconds is decent so I might swap tempest upheaval out.. but haste II and the physical one don't look that appealing to me atm...

    as for my magic attack bonus set up I would like to explain what I'm using so that way you don't have to take my word for it, you can try it out yourself..

    currently I'm using x2 delve kamhir drift clubs with type A path ( magic attack bonus and magic damage both effect the power of magical damage, swords not so very much...) my reasons are because when I looked on bgwiki they listed the highest value for magic damage and magic attack bonus in the "clubs" category

    my ammo is Dosis tathlum (magic damage +13) I currently did some testing with "magic damage" and I determined it gives about 3x the amount listed in added dmg to your spells an example. if I take the ammo off and use fire on a leech in foret then I do 2432 to a leech (4x in a row) if I put the ammo on I do 2481 in fire damage (light day/rain weather btw, just tested it for this purpose only and I didn't have food or any thing special) anyways, I figure the damage between the 2 amounts is = 49 if you divide that by 13 you get 3.76 so for this example the ammo gives 3.76 x the amount listed in magical damage.

    before I go any further I should probally mention the reason my fire is so potent is because I'm /sch,, the elemental magic skill is at what a typical 99 job would be at level 99 under dark arts so because of my armor my magic spells are cray.

    hagondes set +1 5/5 with magic attack bonus auguments 125+ magic attack bonus total auguments (does not include the native MAB from armor bonuses)

    friomisi earring MAB +10

    hecates earring MAB +6

    Stoiheion medal MAB +8 (unless I'm casting stone magic then I use quanpur)

    acumen ring MAB +4

    strendu ring MAB +4

    cornflower cape MAB +15

    I use answang sash as part of my macros for magic attack bonus just in case I don't feel doing day /weather however my macro set up is

    I use 3 boxes for my magic attack bonus that equips all 15 pieces of armor, then the line above it equips my elemental obis from sea " fire, earth , wind , water, ice, thunder, light, dark"
    so I press the 3 macros for MAB and then click up and select the element, then I use weather and day effects to power up my magic, with the new magic attack bonus food....

    doing all this allows me to solo skirmish because my tempest upheaval does 5k+ dmg on the cricket or behemoth

    I cleave any smaller enemy for 4000-10k dmg (recently I started using charged whisker, retinal glare has overlapping flash so I use haste x2 song and haste with minimal fastcast armor, thermal pulse , tempest upheaval for my magic attacks AOE, and then the rest are stuff for attack DD blu in case I have to swap armor.. but this works outside skirmish outer ra ka , it works anywhere..)
    I have my relic bard on my other x box and my scholar on my laptop /follow me and spam enhancing magic 517 scholar phanlx and regen and then I cleave anything anywhere.... I also have a pdt x3 macro , a sword x2 with triple attack armor , double attack, store TP, critical hit set up macro x3 ect

    the reason I am still complaining about the other 3 blu magic spells is because I'm persuaded to play as magic blu more often now to deal higher amounts of dmg on enemies... also all this gear works on red mage too, so sometimes I swap to kraken club redmage with the occasional MAB /dnc usonmonku enspells ect ... but I want some new enhancing magic's for blu's survivability, and some physical blu magic that will hit like 10x so it can actually deal dmg vs magical attacks which is how it used to be.... I remember having to use physical blu magic a lot more often as a blu, and now I'm having to find other methods of damage to keep up with other jobs so I can stay relevant in new content... most of my power as blu mage depends on what I sub, so it would be nice to see blu get some things that mage blue more relying on the main job of blu vs its subs.
    (0)

  7. #7
    Player evanwimbish's Avatar
    Join Date
    Aug 2011
    Location
    Windurst
    Posts
    160
    Character
    Evanleewimbish
    World
    Quetzalcoatl
    Main Class
    BLU Lv 99
    Yosemite- It was a very wonderful surprise to wake up to your questions

    Mimesis isn't that good because it does nothing for magical blu magic

    and I recently swapped it out of my offhand for an occasionally attacks 2x pdt sword
    sometimes I wear weaponskill +10% in my offhand skirmish +2 sword augumented

    if I wear a sword and use charged whisker I do 500 damage
    if I wear x1 club and use charged whisker I do 1500 damage
    if I wear x2 clubs and I use charged whisker I do 2500 damage
    (not actual values, made up numbers for this purpose only)

    its because seekers of adoulin clubs have magic damage added to them, so always wear x2 clubs when casting magical damage and only use sword when you DD / attack blue mage
    free clubs would be the bayld homestead club 117 and records of eminence clubs , but I use x2 gabaraxorea or however u spell it.

    blue / run sucks too;

    you cant tank because theres no voke, you shouldn't need sword play because blu has tons of acc features, sometimes when I solo something i'll use /run so I can avoid being enfeebled but its not ideal for a party set up, currently I use either blu/war or blu/sch but more lately blu/sch because I'm trying to get to 3000 thunder on the shark in delve, currently I am at 1500-2200ish on the mega boss in delve foret and /run wouldn't be able to help me with this strategy, all of the job traits aside from the parry bonus blu already has access too so its not doing anything there, and the rune enchantments are a nice luxuary to have, they deal more damage then enspells SOMETIMES (rivals the weather / day enspells) but you have direct access to light and dark damage which Is very nice in situations where enemies are weak to it. if they ever made a umbril Nm I would most likely sub RUN lol... but other than that I don't use /run too often.
    /warrior is good for increasing ur attack by 25% and 10% or defense by 25% or accuracy bonus, double attack ect. they all stack with blues attack %+ spells but don't stack with warriors double attack, I stopped using 5% triple attack spells because I have 9% triple attack vs 14% triple attack, and I needed the slots for other stuff. same goes for the double attack spells, 7% double attack from equipping 2 spells and that's like equipping 2 of the seekers of adoulin earrings..

    usually when I look at making a macro for something I will look up the category on bgwiki / ffxiclopedia / ffxiah and then test something out myself for example magic attack bonus in the faq I posted before this one. but in short Mimesis is +10 all stats ---> the pdt sword from wkr is +12 str and vit so its either +10 dex or +12 str for cdc is how I looked at it, str governs all weaponskills however dex is the modifier of cdc, you can cap out on a modifier from what I read so I took off mimesis.

    maybe they will release weaponskills for that port jeuno npc or augument paths, however mostly all of them suck..
    (0)

  8. #8
    Player YosemiteYogorockBlondelle's Avatar
    Join Date
    Mar 2011
    Location
    Blondelle = Sandy, Windy\{S}, Bastok All Completed. YoGo: Basty+Sandy Rank: 10~Sandy {S}: UnComplete
    Posts
    608
    Character
    Yogorock
    World
    Leviathan
    Main Class
    RUN Lv 74
    Quote Originally Posted by evanwimbish View Post
    Yosemite- It was a very wonderful surprise to wake up to your questions

    Mimesis isn't that good because it does nothing for magical blue magic

    maybe they will release weapon skills for that port jeuno npc or augment paths, however mostly all of them suck..
    Yeah, I hope they do release augmenting for this sword and make it so you can add the magic dmg high enough to it, along with raising some of the main stats you just mentioned in your previous statement with the aug's and maybe includes a plus 2 version in the future for this sword as well as maybe some Double Att\triple att stats but what would you think should be added to make this sword unique to stand out from the clubs and be more powerful then the clubs at it stands at now?
    (0)
    (Yo-Sim-Mit-Tea is the correct pronunciation. It is how its spoken, folks.) Come over & visit awhile to many posted changes to the life of Vana'dial. You can find past posts found by a link, pops up with Char name highlighted, thanks!
    I'm Wishing to see the Greatness in all players suggesting changes to ffxi ahead, here's to the Future of FFXI, Cheers Mate!!.

  9. #9
    Player Puck's Avatar
    Join Date
    May 2011
    Posts
    232
    Character
    Kheper
    World
    Ragnarok
    Main Class
    WHM Lv 1
    Quote Originally Posted by evanwimbish View Post
    you cant tank because theres no voke
    Huh. I think that statement alone speaks to your level of expertise.
    (2)

  10. #10
    Player Olor's Avatar
    Join Date
    Mar 2011
    Posts
    2,134
    in wildskeeper bee last night was first time I've cast a lot in awhile... darn bee is so hard to hit I was just spamming delta thrust cause at least I'd get 500-1400 damage depending on how many hits landed, wasn't set up at all for it, accidentally had on lolwhm sub, which ironically ended up being helpful because poisona once my WHM trusts died... a stack of antidotes or two with a real sub probably would have been better but, w/e it all worked out.

    Anyway I really want our older spells like this to be given the boost they deserve - it could give us a bit of a boost overall. And/or let our physical spells also get boosts from +magic damage and MAB.... would be nice to have several ways of making them stronger.

    It was only possible to play this way (of course) cause I had moogle out, would be nice for BLU to get some more DD gear that also has refresh on it - lack of refresh just makes using magic as a blu even more difficult.
    (0)
    Last edited by Olor; 07-01-2014 at 03:05 AM.
    http://photobucket.com/gallery/http://s19.photobucket.com/user/soulchld4/media/Olorinus-Signature.jpg.html

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