So is there any reason to cast flare?
Is the Cast time just too long?
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So is there any reason to cast flare?
Is the Cast time just too long?
I believe the consensus is to only use Flare with like a bunch of CDs up and a Swiftcast. But even then there's a lot of discussion that it's not worth using even then aside from very specific AoE situations only because of its potency and that it drains all of your mana.(I've only been reading, so take it with a grain of salt)
Good day all
I apologize if this is known already. I know this was different in beta phase 3 though I'm not sure if it changed in Phase 4. Due to level cap I couldn't test this out.
I just came from the Gamescom today. I was playing a BLM vs Titan.
I've realized a little change in the thunder spells.
Due to level cap I couldn't test this out on thunder 3 but I am quite sure it's affected as well. I used my Thunder 2 and followed up with Thunder 1. After a while I've realized that if I cast Thunder 2 and hit with it, the normal symbol http://www.ffxivinfo.com/images/abil...ge/thunder.png ONLY appeared. (Note: I had not casted thunder 1 at any moment before)
While in beta phase 3, casting T2 and hitting with it should get this http://www.ffxivinfo.com/images/abil...thunder-ii.png up. Hitting with T1 afterwards should get up a different DoT symbol (T1 symbol). Each would have their own timer.
However in the gamescom it did not.
While hitting with T2, the T1 symbol came up with a duration of 21 seconds. Casting a Thunder 1 afterwards had "No Effect". Just "No effect". It didn't extend the time nor did it add some time or was a separate DoT.
I also tried to hit with T1 first and so I did. The duration was 18 seconds long. I've also tried to hit with Thunder 1 while the timer for the Thunder 2 was under 18 seconds. The outcome isn't surprising. The timer got refreshed to 18 seconds.
I didn't look for the potency however. Looking at it, it's clear that T2 is a lot more useful and that you can easily ditch T1. Same would go to T3. Get T3, ditch T2/T1.
Note
I DO NOT KNOW if this is certain and affects Thunder 3. I do not know if this was already known either since I had no opportunity to test this in phase 4. I also do not know if this was adjusted for the titan fight in the gamescom either. I also do not know if this is a BLM special which the THM doesn't have.
Flare seems to be a bit "off" compared to other spells.
Also, for Thunder debuff/dot.. they dont stack anymore. (I believe they stacked P3).
Thank you for clarifying. They indeed stacked in P3. So yea there is no use to T2/T1 once you get T3.
No elemental weakness will generally mean a more standard across-the-board spell rotation for high level mobs, and I agree it sounds a bit boring, but just looking at that doesn't take into consideration a few things.
First, a live scenario where we could be called on to sleep/bind mobs, buff the tank with Apoc before a boss special, or keep Lethargy/heavy on an enemy that needs to be kited. This is me just imagining but I'm holding faith in SE to bring out the best from each job and make use of each skill. Second, these rotations are constantly broken due to Firestarter and Thundercloud which really help to keep it from feeling repetitive. That and add on top the occasional Flare and Meteor (When we get to use it).
This is just my opinion but I feel BLM will be dynamic enough to keep us from getting bored.
Very noob question but I was just curious, Do you guys think there is anyway to put Scathe in a rotation that uses it effectively?
i use it when the mob is about to die as a finisher, or when i'm moving or have to interrupt my cast.
I have a weird question, is there any 50 BLM's with decent 50 gear or that has seen decent 50 gear that can tell me what the stat increases are approximately? I'm curious because I'm assuming the gear will be very similar stats to SMN so I'm trying to figure out how much of each stat I'm going to want as I level up. (PM me if you don't want to waste the post limit)
Edit : Actually idk if you can even pm on these forums....waa~..
Edit 2 : reached my post limit, so thanks so much to sandkat below me v <3
Specializing as a black mage serves to further strengthen class characteristics and also increases MP. Black mages are able to invoke devastating spells of ancient magic and subdue multiple enemies with a single cast.
Requirements:
Level 30 thaumaturge and level 15 pugilist.
As a thaumaturge, talk to Yayake in the Arrzaneth Ossuary (Thaumaturges' Guild), located in the Ul'dah Merchant Strip (4,5). Complete the job quest “Hearing Voices,” and receive the Soul of the Black Mage. It's on the loadstone under class and jobs
Hi guys i'm new to FFxiv, I played P3 & P4 but before that nothing. Ive been playing THM since p3 and really enjoy it although I havent put much if any thought into rotations or extra powers from other classes. Found this thread really useful so far so thanks.
Hi guys,
I'm new to the Class THM. How do you use the limit break? Or can you point me in the direction of a guide? (sorry for the noob question just don't want to get yelled at in dungeons :) ).
Thanks
Everything we're seeing in the p4 is point to ACN being the required sub-class of BLM. The info you linked is based off the old 1.0 info.
When the Limit Break bar at the top fills up, it will start flashing Yellow. When that happens, if you click the action button Limit Break, you'll get a targeting reticule. Click that where you want the LB to go off, and after a short cast time.. Boom.
Once the first bar fills, a second bar will appear and start to fill as well. This can happen 3 times.
Ive only seen the lvl 1 LB as most are to spam happy to let it get to lvl 2 or lvl 3.
I messed it up at first and someone was nice enough to explain it. After adding it to your hotbar - when you select it, you also have to select an area on the ground and confirm it (X button if you're on the PS3). Hard to see if for some reason you're right up on a enemy instead of a good distance away.
New day, yay I can post again!
For low levels (pre-Fire 3), while in Umbral state I'm often at full MP before Transpose cooldown is off. Should I just wait till I can Transpose again to Astral, or instead start casting Fire 1 as soon as my MP is full?
OK, will do!
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Thanks for the explanation I really appreciate this :)
I have a question, from what I've seen, Ul'dah grand company offers accuracy on their gear at 50 and Gridania offers crit. Should I factor this into deciding which grand company to choose or should I not worry about that because I wont really be using that gear once I start getting drops from end game dungeons?
Basically should I let the stats affect the grand company I choose from or should I just go for aesthetics?
As it is now, GC will offer nice base-gear at all levels, absolutely on par with much other gear. The dungeon-drops however, seem to be just slightly better.
When Raid-gear, AF+1 and such factor in, GC-gear in comparison will most likely be for pure aesthetics.
I'd say go with your/your FC's company of choice!
Any one care to start a useful BLM macro thread? The acn/smn/sch peeps are giving it a go.
short answer: no
BLMs run on a proc/priority system, not a set rotation
essentially you do have your simple rotation of spells, but that's only valid if you have no procs up, rotation goes out the window when you get thundercloud and firestarter - every other job (aside from bard) has the simple rotation thing you're talking about
sure elemental weaknesses are gone, but those only meant you were casting two slightly different spells than the previous encounter
there was nothing magical or deeply strategic about spamming Blizzard IV on half the enemies in the game
damn... I thought I had to level a THM 30 + PUG 15 for BLM...
hey i am new to the game and made a THM so i can make a BLM but my question is the extra attribute points i get after lvl 10 in what stat should i spend them.
Just unlocked BLM quest. 30 THM / 15 ARC
http://i.imgur.com/Sd9DsTX.jpg
Yeah, archer to 15 is a definite "wtf?", I would want to see the dev's reasoning behind it before I began screaming obscenities at the wind.
I'm curious as to see what some of your skillbar setups are I'm looking to get a good natural setup going and need some ideas
In p3 I did an in depth analysis on THM/BLM and posted it in general (it was called BLM testing and analysis).
There were 2 types of rotations and they had the same output. The difference between them was:
-... Blizzard 3 > Thunder 3 ...
-... Transpose > Thunder 3 > Thunder 2 ...
Now since you can only use one thunder at a time(and so thunder 2 is useless), it seems that Blizzard 3 is the way to go. Transpose regen would be too slow now that you have nothing to fill the "gap".
The Blizzard 3 rotation goes like this:
Fire 3 > fire 1 until ~500mp > blizzard 3 > thunder 3 > (repeat)
You can start from thunder 3 if you want to.
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One last thing that I want to do is see if thunder is stronger than fire(they were about the same in p3). If it is, thunder would be the first spell to cast. Will edit results into here later
On average:
Fire I with Astral Fire III and considering Firestarter: 122.4 P/s (428.4 Potency, 3.5s)
Thunder III considering Thundercloud: 123.1 P/s (587 Potency, 4.77s)
Looks like they are around the same once again.
Seriously? Archer? What a waste it was leveling Arcanist to 10. I wish i could have used those quests for the job i actually need.