I'd gladly trade Cure, Stoneskin and Protect for White Mages knowing how to play their job...
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As others already mentioned Quelling Strike is highly useful and will help you out with utilizing Second Wind. Chameleon is also extremely useful, and I would say Decoy is not bad either.
Don't forget you have an ability to heal yourself with your own nukes, so that ontop of Second Wind and not standing in fire / pulling hate will keep you from sustaining damage. Sanguine Rite is also your own little personal Sentinel, so you're more lucky than some of the other classes as far as some people are concerned I think.
You could say Feather Foot is kind of meh, but it does give you mp back when you evade, and it's a tool for surviving if you pull hate for a moment.
In the end, if you hadn't gotten Archer you'd be pretty upset at your lack of Chameleon I would think, and no pug would = no second wind, tp source aside.
I love the idea that you can convert on BLM then pop a nice necrogenesis>nuke>2nd wind to top off. Dealing with the hate afterwards will be fun. Push the current tanks to do a better job then the voke/flash/afk 30 seconds we get now.
Someone mentioned possibility of switching between class and job on a regular basis. I think it's highly likely that going from class->job and vice versa will reset all the timers on your abilities so it probably isn't going to be something you'll want to keep doing all the time.
Obviously I'm just imagining what might happen, changing from class to job might not reset your timers.
^^^ This Sorry KumaAkuma but you are wrong in this argument, though I do agree bard will still be able to play somewhat of a DPS role they are going to loose quite a bit of it due to loosing invigorate, keen Flurry, and blood for blood. If Bard wants to keep up in damage they will need to unequip the job stone.
Well, a lot of discussion on bard job, one thing that everyone is forgeting is that we dont know how much the song buffs last, if they give 10min like in the begining of the game we had a few buffs that lasted that, we wouldnt have any trouble focusing on DD, but if those spells last what the speed buff last then we have a problem, im still reluctant for having thm and conj only subjobs, if only they left lancer and conjurer as subs then we could have a good damage dealer and support/buffer job.
Right now only a few classes exceed archers damage and not always, i think with this kind of setup we have with bard we wont have the best DD, but ill wait and see, in any case i like a lot the archer class and wouldnt mind being a support job, this is the first wave of jobs so i know we'll get a bad ass ranged DD in the near future.
I know that the role of bard is support, but i dont see what the thm adds to the mix, sanguine rite gives only defense boost for thm so theres only left the mp it gives but bard already have mp song, i think they wanted bard to be less effective, if they gave lancer as sub with conj in the mix would have been an OP job, but as i say im gonna try it first... i feel that theyre leaving Bard as they left archer in 1.19
/sigh 1 pgl in a arc heavy moogle spends more time chasing the moogles and missing combo's. while Arcs can run around freely and unleash combos without little worry of them failing.
If you went into a pgl heavy moogle the damage will be pretty much the same as arc (pgl might be ahead due to fist of fire vs king/mrd/gld)
The pug shouldn't be chasing the moogle though. There is a reason PUG has a enmity-less taunt. Taunt - Temporarily focuses the target's attacks on you. Make the moogle run to you. Really, it works great. Put featherfoot up, taunt moogle, moogle runs to you, moogle misses, stun moogle using haymaker. Proceed to pounce combo to further stun the moogle. By the time the mooge is unstunned; archer, thm, or cnj should of heavied that moogle and his mooglely death should be in short order.
Correct again. My Main jobs are pgl and Arc. So I do know what both can do. The person I was replying to said "Our Pgl" not "our Pgls" So if that is the case It's 1 pgl with 5 archers the pgl will spend a lot of time running. The more the mobs stay still the better pgl becomes. He Stated that the pgl in his group was no where close to the archer's and I was just giving him the reason why.
Edit: even with Taunt only being 45secs. Taunt without featherfoot/heymaker to follow is kinda mute
are you the only person who understands this game?
There must be a rhyme and reason behind their decision for some of these truely odd combos. Or maybe one of the devs just liked to play blm/mnk in xi, who knows
I just wish there were more job-specific abilites available. 5 just make little sense to me for jobs like blm whm and brd (same with the limitated thm and con abilities). Of course I know ppl would QQ if mages got more but really since mages basically do nothing with auto-attack and are squishy squishy they need a couple extra abilities.
Will be on the look out for the rhyme and reason after patch, lets hope they make sense
As this guy: Hikai Tadacho
pointed out on his thread: http://forum.square-enix.com/ffxiv/t...Bigger-Picture
"THM -> BLM
- Converts HP/MP
- Lightning damage
- AoE Sleep
- AoE Fire + DoT
- Ice damage, lowers enmity
Decoy (evade an attack)
Chameleon (enmity reduce)
Quelling Strike (enmity reduce)
Featherfoot (MP restore & evade)
Second Wind (instant HP restore)
All about the nukes, cross-class abilities help lower enmity from the huge
burst damage, and then evade attacks in case they do pull hate."
He makes a pretty good case.
This. Exactly what I wanted to say.
The best archers can out damage an average archer with the majority of the damage coming from light shot.
The extra Quick Nock every 1.5mins comes NOWHERE close to the damage from more light shots from a skilled archer.
Ifrit is a different situation as you can rest and regen as there is only 1 ifrit and there are 7 moogles, giving thm an edge.
On topic: there is nothing wrong with the BLM's cross class abilities. Wouldn't have any other