I had Taco Bell for lunch. Pretty sure I'm going to be deathflaring later tonight.
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Well yeah the whole point of casting times for bards were because mages were jealous of our speed right? Yeah I'm looking at you director and/or producer who mains blm. I noticed alot of changes were made to boost blm while bringing other casters into the gutter. You want to stop bards from moving fine but 1.5 seconds is bs. Only anytime below 1 second is fair. The rest of the points were to make combat smoother. The enimity system in general is off balance imo. A good dragoon can steal aggro from a drk. Thankfully not too many good dragoons lol. I also agree with adding a system for bards to save up multiple bloodletter procs. Some of these animations are boring. For example riot blade is just a poke. I would rather it be a full sword thrust. I am currently working towards all DOW classes to 60 and i can only speak for those classes. I know about DOM, but i wont speak about them unless i get them to 60 which is unlikely.
"A lot of changes boosted Black Mage"
Yep. We traded King of AoE to king of Single Target Burst. Except Dragoons still burst pretty hard and maintain higher sustained single target DPS.
Oh, and Summoners are currently just as good if not better AoE while being on par single target DPS.
And basically every other class isn't !#@^ed over royally by ill timed ground AoE.
Yeah, black mages made out like kings, alright.
Oh look, this thread derailed into complaining about Black Mages and Bards. Who didn't see that coming?
Back on track, I'd appreciate our MCH fanny packs matching our guns a bit more and perhaps the capacity to make Gauss Barrell invisible, or perhaps just less bulky.
oh no my massively and stupid overpowered aoe got nerfed... qqqqq
I mean, come on, doing 1,000 potency a gcd every like 3 GCD's in an Aoe without any resources is fuckign insane, please guys, you know it needed to be nerfed. The only reason SMN is better on a2 is because of Vulnerability stacks and Bane interacting - really they're on the same level (except that enochian is retarded since it doesnt do shit aoe)
Assuming you mean fire2 x 2 into flare
It's 360 + 476 (or someodd): We'll round up to 840 AoE potency. If we assume no spell speed that's 10 seconds.
Transpose into Ice. If you're lucky you tick MP right away, if not you wait up to 3 seconds. Soon as MP ticks you cast Fire3. Too much spell speed means you tick once and can't fire2 into flare. Going straight into flare means you wait on transpose. You either time for two ticks of mp when entering fire stance or go through a few more GCDs going into Ice3 and then back into fire3.
So it's 10s for 840 potency
Transpose
3.5-6.5s for two mp ticks and fire3 back into Fire stance. (120 to one target, since you're fire3'ing form ice stance.
840 aoe potency over 13.5 - 16.5 seconds (reduced by spell speed.)
Yeah. that's totally 1000 potency every 3 'gcds'.
Mudras are Off GCD.
They just can't be weaved one by one between abilities because they have the caveat of auto-failing if anything comes between them.
Off GCD means it can be used between Weaponskills and Spells. These are the actions classified as 'Abilities', which mudras are.
Cool. thats not what off GCD means though
Well no. smn has more aoe damage than blm in literally any situation. Summoners right now would still have more aoe dps than unnerfed blm. So its funny you think blm's nerf was deserved but summoner is completely fine.Quote:
The only reason SMN is better on a2 is because of Vulnerability stacks and Bane interacting - really they're on the same level
fire II x3 + flare followed by 6 seconds of doing fuckall damage cannot even compare with garuda, bane, painflare and deathflare all of which are instan and off GCD
Add .5% to emnity multiplier on shield oath or whatever to make pld relevant to raids again.
Because you're totally flaring a single target
oh yeah and a summoner has
bio / bio 2 / miasma all of which do
240 / 350 / 300, total of 850 potency. Until you consider that those don't do it instantly, in fact bio 1 does less damage than all of your abilities in that same 16 seconds
"yeah but deathflare"
440 potency once every 30 seconds
painflare is 200 every 10 but really its less than 400 potency a minute
you can still go flare > trans > fire 3 > fire 2 > fire 2 > flare way the fuck more than 3 times in a minute.
Something you don't understand is SMN aaoe burst is only so high every like, second pull, due to aetherflow/trance/deathflare being gated behind a 60 second CD. Yeah i know flare loses potency but on 6 targets its only 25% damage lost. Not bad when you consider its a deathflare you can shit 3 of out in a couple of seconds.
I do 1180-1200 on A1S, 1.9k on A2S and 1160 on A3S(was actually 1220 once but we wiped that run :/) in i198 w/o a Ninja. I don't think BLM needs any buffs at all. It's AOE is perfectly fine and it's ST destroys SMN and is only second to Dragoon if you have a bard. It has decent support in Apoc, which can be a life saver in end game raids.
Preface: While writing this out it turns out we're both ignoring a lot of variables, time included. Rather than mess of text this, here's the TLDR/W.
Black mage wins assuming ever increasing mob density that dies after 60 seconds or within 10 seconds.
Summoner wins assuming mob packs of 3-6 that die between 20 and 55 seconds.
PS: Guess which one is more applicable.
PPS: This is then not a matter of who got out better, but who is currently better suited for current content. In terms of AoE: Summoners are better suited for current content. Black Mage for when things need to die right god damn now.
I still want my flare back.
There would be no reason to bring SMN over a BLM to end game content if Flare got buffed again since BLM already destroys SMN in Single Target.
Cept on 2 mob fights like A1S.
Or fights that require repeated movement and target losses, like A3S.
On 2 mob fights, they should come out equal. BLMs superior ST and Thunderclouds multidotting will make up for SMNs multidotting. I don't know what you mean with A3S, I have never lost Enochian there after my first clear and I haven't seen a higher SMN parse than the top BLM parses there either.
I haven't played BLM yet in 3.0, but I'm guessing it all comes down to skills on this subject...
From what I've seen, BLM seems to be in a very good spot, just like you say, and it looks like it's more a case of BLM being a challenge to play correctly. At least compared to 2.X.
So to players out there, SE don't balance according to what an average player can do, they look at the maximum performances. They ofc don't want one job to be 10 times harder or something, but there are harder and easier jobs in this game, and that has always been the case.
-_- I also want to point out the only change I suggested for Black mage is Thundercloud giving Thunder Raiton's animation.
Literally.
I just want a lightning bolt.
I actually suggested Summoner Aetherflow refreshing Aethertrail duration. I ain't up in arms saying 'black mage needs buff.' It's really hard to be angry at a flare / ether nerf when you blast the crap out of something's face for 10k back to back.
Just clarifying. Arguing for the sake of arguing and all.
I feel you. On my Monk only dragon kick and Forbidden Chakra feel decent. The rest feel so weak. Also in the ninja story at 50 I think really kicks blm in the balls. Those ninjas aoe's were lightning storms and multi bolts hitting the ground. that should have been a blm thing.
Funny, a lot of the requested changes/irks are people complaining that other classes can do things their class can't do and they want to be able to do it as well, then go on to complain about job homogenization in other threads.
I was speaking more about animations rather than actual effects in battle. People really underestimate visuals and its effect on enjoy-ability. In the job quests such as ninja the animations for, lets face it, spells are complete superior to the main magic iconic caster of final fantasy. I honestly think that really is unfair. I don't even use BLM, but the only the spell that stands out visually is fire 4. If the animations in this game were more intense as to visually represent a progression of strength and skill, especially as a mage, then I believe people would be having alot more fun. That's all not even considering actual stats or gameplay.
I still desperately want MCH Animation Buffs & 10s to recast GB/WM.
We ESPECIALLY need the potency removed from Blank Shot. Way too many encounters we have to sacrifice that potency in our kit or it's a troll move.
I like the function of it, not the damage... we shouldn't be encouraged to use it to up our DPS.
I would love if Blank Shot & Foot Graze were combined into one.
Hot Shot should be made into an Ability so it doesn't consume Ammo.
Lead Shot should have an Ammo Effect... maybe same damage but in a quicker range-of-time so you can squeeze a couple Ammo'd Lead Shots into WF or something huehuehue.
Please take Dragoon new skills
-Fang and Claw
-Wheeling
either 1 to complete re-work
there are no point having two identical skills with only difference are positioning
There is a point, you just don't like the point.
When is 3.1 suppose to come out? And I wonder if there will be more QoL changes for jobs that received updates on 3.07.
NINJA :
Sneak Attack
This spell is just useless, just change it.
Make it like a powerless OGCD attack OR the third combo attack of shadowfank, even if it's still from face and lower potency, still better than a useless 500 potency...
Machinist
Increase Proc chance to 65% on Split and Slug and lower clean shot potency down to 190 for compensation
Remove Potency on Blank, lowering the cd on reload to 40 secs while increasing the cd of Blank Shot to 40 secs as well
Gauss rifle to a 10 sec cd would be nice
Switch Head graze to a stun and supressive to a silence (Silence is basically useless in this game now.)
Potency on lead shot to 50 so atleast we could slightly compete with the bard's DoT damage
Monks:
give an offensive raid wise ability that some other job has but with lower potency (as a cross-class, like from nin or drg, since both of them can take mantra)
add a +5 % magic damage received on the target on some unique monk skill (like true strike/demolish) to be an equivalent of the piercing buff from drg/slashing buff on nin at least until there is a blunt damage type job other then mnk (temporary fix).
While it will not be enough to put them on the same level with other melee jobs contribution (to the raid), it will make them more acceptable in the raid.
At this moment, they are like the least wanted melee jobs because of the current raid and job design (harsh dps checks that require synergy of offensive capabilities, and monk doesn't have any, nor has the offensive potential that would allow him to justify the lack of them ) .
Add a debuff icon to the mob when Hypercharge is used on Machinist (Like Foe Requiem).