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Unless he has an alt not named Peanut, his THM is level 3 lol. This is also the guy who once claimed MNK has second best AoE outside of BLM.
LEVEL 3 THM!!!
It has nothing to do with making good or bad choices. I can know when to save or use my procs effectively. I can know when to hold off casting for a moment knowing a burn phase is coming up. That is completely independent of the issue I'm trying to get you to understand. Casting Fire3 directly after Blizzard3 is better than casting Fire1 three times. It puts us at maximum efficiency faster and with less mp spent. That is a choice made by the player. That is a difference between good and bad BLM's. However, the fact that even if I make the better choice of casting Bliz3>Fire3 still doesn't fix the issue that I am punished for paying attention and casting Fire3 the moment I'm able to, instead of sitting around.
A parallel can be drawn with my DRG.
The point you are making (as far as I'm able to understand it) is that when I perform my rotations correctly, I should be rewarded over a player who uses his abilities in random orders. This I agree with. Better use of abilities should produce better results. This is a choice made by the players.
The point I am trying to get you to understand is aside from what abilities I decide to use. Casting Bliz3>Fire3 is a better choice than casting Fire1 three times. We get to Astral3 faster and with less mp spent. This clearly is a better choice made by the player. However, even with the better choice made, I can still cast Fire3 after Bliz3, like I'm supposed to, and have it start casting even before Umbral3 is applied. I am punished for paying attention and maximizing my ability use (casting spells as fast as my Spell Speed stat allows). Also, spamming Fire1 until I'm either out of mp, or until a free/instant Fire3 procs is the SOP for BLM's. The fact that I'm potentially losing out on wasted Fire3 procs is something I can't avoid if I'm running my abilities correctly.
Yes, I understand that correct player choices should be rewarded over poor player choices. However, the point you are still failing to understand is that I'm talking about a MECHANICAL fundamental that is out of our hands.
These SMN "buffs" aren't really worth it:
Maybe if they buffed in different areas like buff potency on enkindle and reduce recast.
How about make tri-disaster worth two shits rather then another sleep ability.
What if they made ifrit a mob killer and garuda a single target killer, so then they wouldn't try so hard to get them to equal out.
Manawall nerf wtf.
The funny thing is that when this game released, BLMs never had this problem with being punished for spamming their spells. In fact, they were rewarded for doing so, because you could double dip into AF3/UI3 benefits when switching into the conserve/burn parts of your rotation. Getting a halved cast-time Fire 3 and Fire 1, the latter having AF3's increased damage, felt nice and fluid.
Unfortunately come 2.1, they decided to have AF3/UI3 removed on cast instead of on hit as an attempted fix to double flaring, leading to some of the annoying problems we have as BLMs today, including unsynced mana ticks and the very problem you speak of.
Sometimes I wish they'd just go back to that.
Yes, I know. I've been BLM since beta. I remember very well how fluid it used to be. Hence my irritation. Now, I do understand that double-dipping our Fire1 was a bug, and it did deserve a fix, but HOW they "fixed" it was far worse than what it was supposed to address. The "fix" they implemented made things much worse, breaking other mechanics in its place.
Most BLM's seem to have picked up the class post 2.1, and seem to think playing a broken class is acceptable.
Meh, I was hoping they would fix the firestarter proc to activate at the end of the spellcast instead of when the spell hits the target along with increase in proc rates for both firestarter and thundercloud or maybe some kind of stacking system to remove the rng of the class. Not that I'm against potency buffs but overall this really wont fix the main issue of rng and lack of mobility. I get that blm's are not really supposed to be mobile but an increase in proc rate would help a little. especially since I've gone full boss fights without a single thundercloud proc or have gone 2-3 rotations without one firestarter proc.
I was really hoping to see a potency buff to all but Fire spells, and some manner of stacking instead.
I'd really prefer to have the old regen (including regen ticking just after AF-cast) and double quick-casts back over the flat potency buff given now....
Moving Firestarter proc to cast-end instead of hit, so that they didn't have to replace each other, but rapid casting still potentially could, would also be nice.
Edit: Or heck, some kind of RNG normalization undermechanic...
If they would simply have our buffs applied when MP is spent, and allow us to stack Firestarter procs 2-3 times, it would solve 90% of our problems. It wouldn't change anything other than simply allow us to do what their original plans and theories of the class were intended for us to do.
The potency buffs are nice but that does nothing to address the fact that all fights require constant movement. Why not increase the timer on umbral stacks to 20s instead of 10s? My problem is that with movement and long cast times I lose my umbral stacks and have to start rotation over and over again. Don't see this is a great buff to BLM's at all. Nice if we could just stand in one spot and pew pew. But that never happens.
I usually use a swift cast to catch up for moments like these. Swift cast has a faster cooldown than raging strikes and convert so I can get an extra instant cast. Either hardcast thunder2 then swiftcast fire3 or swiftcast thunder2 then squeeze in the umbralcast fire3. I'm not sure if it's the thing other blms do though. Do they still swiftcast flare without a convert up on single targets? And then rely on ticks to resume casting?
Dear SE,
Raising the amount of damage will not change the movement issues a BLM has, please lower the cast time of Fire I, it's bad enough to have to depend on a random mechanic, it's made all that much worse with a long cast time of the spell that procs the random. Increasing burst will not increase sustained damage. If raid mechanics interupt 80% of Fire 1's cast, that burst increase effects nothing.
The BLM does not have any movement issues. If you play smart you get high DPS, that's it
The delusion is strong in you.
The delusion is strong in me? Please care to elaborate? I used to think movement was a big issue. Then I learnt how to play my class properly. But please, do tell. To be fair, T7 is the only place where we might have it tough. But even so, I still get about 260 DPS when I'm really unlucky. I get about 280 on T9 and I'm not even BiS
What is BLM good at? Turret DPS and AoE. What is BLM bad at? Any fight where you have to move. What is BLM's issue? Movement.
I thought deductive reasoning was commonplace by now. In a stand still fight, BLM edges out Bard but loses to everyone else (assuming equal gear and skill). So what happens when you have to move at all, bearing in mind that movement means you're doing 0 DPS save for procs? Issue was movement but now you can just hit for more damage before you have to move so I consider the buff good.
What would faster cast time on fire1 even remedy? You still have a cast time and you need to move you still need to cancel it if you're not already using a proc to dps while moving? What kind of casting speed do you even want? Might as well ask for fire1 to be instant cast all the time, no?
I'm one of those who would like to have firestarter stack at least up to 2 levels btw.
It has nothing to do with deductive reasoning I'm afraid. I am simply claiming that movement and loss of DPS is no problem if you have an actual idea of what you're doing as a BLM. People keep crying about movement. 330 DPS on T6, 280 on T7, T8 about 380, T9 also about 280. With these buffs I will get 20 or 30 more DPS. It's as Xisin said. People who are good at BLM know when to move, how to move and optimize their class. Doing something about movement "issues" would only serve the worst instead of the best.
This...
BLM is perfectly capable of moving and dps'ing, a lot of people are simply doing it wrong.
@The people claiming our DPS is all random, then why do I always do around the same DPS on T8 for every kill?
Name 1 fight where the movement involved is a problem for BLM more than any other class?
Why are they buffing BLM? As far as I have noticed BLM has been fine in fact most the time I see one in a party I'm like "HOLY CRAP" . I feel like SMN is kinda getting boned just a lil bit here.
SMN will be fine, they are still a high damage, high utility class that will see plenty of use. Bio 2 received an mp reduction this should allow summoners to use energy drain less often and stuff like miasma 2/shadow flare more often without tanking your mp. Garuda getting an instant cast aerial slash is far more useful than most of you are giving it credit for, seriously on your next turn 6/4/5/7 give aerial slash a try when you see two targets close to one another, or if a bane situation comes up now. Ifrit may be worth using in some situations now.
I think you come off as pretty arrogant for someone who doesn't seem to know what they are talking about.
To be honest, I feel people are greatly over-exaggerating how much movement is required in turns 6-9. Between "cast-clipping" (A term Kenji used in the Black Mage thread and one I'm quite fond of), smart positioning, and Aetherial Manipulation, I don't think I've gone more than 1 GCD without casting a spell unless I was learning the fight for the first time and didn't know how to react. In fact, the Bard in my group and I work together so that if I need to move somewhere, he's already there ahead of time and I can just zoom towards him. Obvious exception is Turn 7 where he's kiting Renauds, and so I zoom to my healers instead.
Black Mage has deeper rooted issues. That said, I'm all for straight up potency buffs.
Ya my only concern is this makes blm too powerful, they already gods, at least the ones I have run into.
As far as SMN is concerned I would have liked a Miasma 2 MP reduction instead of Bio 2 (or shadow flare, not both though)
The freaking cast time on aerial slash is awesome though, i can't count the number of times I tell her to do this and she just sits there forever and then casts it when there is only one mob left.
I like your comment
I pretty sastisfied with Bio II MP reduce as Bio II is main power spell (though I want to know why they reduce it and how much they reduce, I hope they reduce it to 133 MP cost)
For Miasma 2, if you want my opinion, I never use it in my opinion if the fight not involved with 3 targets plus, even 2 target, its still not worth using because too high MP
I agreed with you about Miasma 2 MP reduce but I not agree with "instead", if choose Miasma 2 or Bio II, I choose Bio II
Combined with Contagion and RS and/or Xpot, Miasma 2 on ST is very worth it. Hell even with Contagion alone it's still worth it. But I wouldn't go out of my way to cast it. T6 and 8 I'll use them all the time but T7 and 9 I never use it (T7 cause I'm kiting and T9 I'd rather not risk anything with comet placements and Lunar Dynamo, but it's doable)
Personally I'm excited for the Bio 2 MP nerf and the Aerial Slash casttime nerf. T6 and 8 are gonna be fun :)
1 GCD loss may be a slight exaggeration in some situations, but overall this is true. If you plan ahead, use a little creativity, and sometimes just give mechanic duties to others, BLM can sit still and do its thing, or make movement's effect negligible in large chunks of second coil.
T6: the only forced movement in the fight is breaking binds, stopping Devours from eating you/your team, and movement for Acid Raid. Of those three, binds can often be left to your partners to break unless it's just too risky for you not to break it, you may get no Devours on you, and Acid Raid is completely telegraphed and you can save SC/Firestarter for it easily. I dare say the only movement quite deadly to a BLM is if given Devour or Honey, but truth be told it can be a decent DPS loss to MNK, BLM, and DRG alike.
T7: more forced movement and probably BLM's weakest turn as far as I've done it. Between losing the occasional GCD to Voice turning, moving in and moving out for Shriek as the target or just as a team member (this may be easily able to avoided by planting the BLM between the boss and Renauld in a proper place though this makes voices harder), potential movement depending on the floor lighting up, potentially having to voice Renaulds occasionally if your strategy calls for that ... it can be pretty bad. Again though, after saying all that, the only truly devastating thing is if you're targeted for Shriek, and again it's not good for MNK, BLM, and DRG alike.
T8: lots of movement options potentially, but the key here is you can limit movement to zero by reassigning duties. Give the BRDs, SMNs, healers, and tanks tower duties and mine duties and stay put. Even though BLM has Manaward I recommend other jobs take the duty (besides MNK). The biggest movement required is moving out of binds, potentially away from mines that spawn on the group, and if you're needed in an odd tower or two.
T9: phase 1 has virtually no movement required. You can Aetherial Manipulation away after any meteors drop on you, AM away from Lunar Dynamo's range if you tank at an edge of the map, and that's that. Golem phase, stand in center pew pew pew except for the odd AoE. Post-Heaven's Fall, Heaven's/cleansing can indeed be painful but it's only a couple of GCDs, otherwise pew pew pew until elements start. In elements, the movement is really not as bad as a joke post I made on here a month or two ago; a large chunk of it is you just standing still, moving only for the Lunar jump and any Fireballs that target you first - AM to the group for Thermal, continue pew pewing. I'd argue the most offensive part of the fight for BLM is the second Divebomb as there can be a large amount of movement while the boss is still around, but on the plus side BLM gets a free pass to avoid Lunar Dynamo with AM.
All what I posted above is a tl;dr that outside of RNG targeting the BLM with mechanics, which are pretty nasty if you're not a SMN or BRD regardless of if you're BLM or not, second coil is really not crippling for BLM from a movement perspective. Now, that's not to say I think or thought BLM was fine and balanced and worth the DPS slot; hell no, its damage was far too low as a base to begin with, before you even considered how much better SMN's DPS levels converted to real fights due to its DoT/pet nature making it almost RNG proof. In most current content, you can deal with the limited movement as BLM because the options are there, maybe not 100% mitigate it but you can severely hamper its effect, and now we're going to put out competitive numbers while we do it.
/in before Ramuh is a mad run around party
You make Kitru proud with that wall of text sleigh ;)
On topic; I like the BLM buff. Only thing i would've liked more is firestarte procing when i start the cast so I don't waste any. Outside of that, it's all gravy train. Movement is supposed to be harder to master for the class. If it weren't and we could stack firestarters and/or cast on the move more than just occasionally we'd be OP in my opinion.
At the end of the day a buff to damage is always nice, but in the grand scheme of things SE kind of just looked over all the major problems. Sure a potency buff is nice, but for anyone who actually plays blackmage will know there are so many inherent problems with the class beyond buffing potency can do.
Problems that need to be fixed
After 2.1 manaticks are all kinds of messed up. I mean really there are times were you have an instant proc of UI to get your mana back, and then other times you are left standing there wondering what you are doing with your life.
I just cast Fire I but my FS proc didn't show up until I'm already casting my next Fire I. I mean sure I could stop my fire cast but why would I do that? This means I give up on the random chance of getting two procs because the first proc always happens late.
AND HERE IS THE ICING ON TOP OF THE CAKE. As a blackmage, that brings basically no utility to a raid just damage, I still get out DPSed by a summoner. Sure blackmage has utlity, but let's be honest here half of it is useless. Lethargy can't really ever be used. Apocastasis never really used. Freeze never used. Sleep never used outside of Brayflox SR. Then you're going to say, but hey we have virus and eye for an eye! Well hey guess what so does summoner but they have a much better version on top of a combat raise. So summoner brings more utility on top of doing more damage than a blackmage.
tl;dr blackmage has so many inherent problems with the class that needs to be fixed and on top of the problems they bring no utility and still get out dpsed by basically everyone.
It seems all those who argued against me have a fundamental misunderstanding.
Ask yourselves what is the only non-gear factor that separates decent Black Mages from great ones?
I'll answer this with another question and an answer with it, What non-gear factor separates decent bards, dragoons, monks, and summoners from great ones? Its skill. That being said movement and casting is skill not something that should be balanced. So it isnt the problem. I'm not sure why people feel that everyone should be doing the same damage regardless of mechanical mastery of the job.
Pretty much my feelings on the matter as well. Turn 7 (shriek and voice) and 9 (I'm on marker placing duty for divebombs...) are the only times I'm not casting for longer than a second or two. I'm on Ballistic Missile duty for Turn 8, and Turn 6 has me seeing minimal movement unless I'm the one with yellow.
I agree with everything else. This specific portion, though, has been a problem since the game's release. It's not something only Black Mages experience. The game has a global clock that ticks once every 3 seconds. All HoTs, DoTs, TP, MP, and HP ticks happen every 3 seconds. That's why, depending on where you are in your rotation when the server ticks, you'll either have an instant mana tick or have to wait another 3 seconds. Slightly annoying, but I just fill it in with Blizzard.Quote:
Originally Posted by Xelree
@ Exstal: Did you play Aion?
While I agree that our utility is poop, our dmg is where it should be imo. We arent supposed to out dps melee( assuming equal skill/gear), smn is single target sustained( their aoe is good, but not burst), blm is king of aoe burst while solid st, and bard is at the bottom but still superb st burst with all the CDS. The only spot we have is 2nd from the bottom in my opinion. Maybe Ninja'll have something akin to Disembowel that'll benefit magic, but in the end, BLM's spot on the totem pole is pretty set.
I was an Assassin for 3 years then abandoned it for Gladiator which I sparingly play now.
Exstal - New Zikel (Assassin) 2011-2012
Exstall - New Vaizel (Assassin) 2012-
Exstal - New Vaizel (Assassin) -
Exstal - Tiamat (Assassin) -
Shichi - Tiamat (Assassin) 2014
Shigoto - Tiamat (Gladiator) 2014 - Present