http://i.imgur.com/BcFD9Wmh.jpg
Nostalgia bomb, also so sad but so true... Why SE why... Oh well... There's always Blue Mage... Right?
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http://i.imgur.com/BcFD9Wmh.jpg
Nostalgia bomb, also so sad but so true... Why SE why... Oh well... There's always Blue Mage... Right?
Ugh, so much unnecessary bloat...
They should just remove Blizzard 2 from this game all together.
Yeah lol... Idk why smn even has Tri Disaster when it can just use Blizzard II
You're right though, don't wanna make things too difficult, got keep it PG until higher lvls are released.
Seriously though, had some good laughs when I saw this. I think there was one of WAR floating around too.
At level 99, due to adjustments in damage calculations and MP cost per spell: Stone 1 became BLM's most MP efficient spell. They could cast it nonstop, for 400-500 damage, and never get hate, and never run out of MP.
Sure, it's nowhere near as much fun as a 3000 damage Blizzard V was, but the latter spell cost almost 500 MP and took three times as long to cast and was likely to get an angry mob on your head. Stone 1? Basically, a barrage of annoying rocks at the monster who never batted an eye at you.
I love black mage in both games.
When I played FF11 the only spells BLM used were Thunder 4, Blizzard 4, Thundaga 3, or Blizzaga 3, and Sleep/Sleepga 2.
It wasn't. As someone who actually played BLM back in the day, it looked like this:
1. Look up enemies elemental weakness.
2. Cast that element until MP hits about 30%.
3. Sit and rest MP.
4. Repeat.
Against HNMs it was even worse. You really only cast for magic bursts, because nuke spamming would cause the enemy to gain resistance too quickly, and your choices were Blizzard or Thunder onry.
I just spam scathe and call it a day. Don't have time to min/max with all that Astral nonsense.
Hey something like elemental weaknesses and magic burst would be cool. Hope they add those in the future
That still sounds like too much work. I just throw rocks at my TV. One is bound to hit the mob eventually, right?
I had Pong too when I was a wee lad.
In case of BLM this would be fire weakness as fire provides us with 75 or 80% of the total damage (too lazy to make a calculation lol). so adding fire weakness to a lot of mobs wont make a lot of sense except if its compatible lore-wise (i can see Sahuagins or Shiva with fire vulnerabilities. I can also see the other DPS jobs whining about the BLM buff)
Well, it's a little more complicated than that...you wanna use Fire III and Blizzard III to switch between Astral Fire (nuke) and Umbral Ice (recharge) states, with Transpose as an alternate to that, fire off Fire III when Firestarter procs and Thunder III when Thundercloud procs, Manaward and Manawall to save your bacon when the mob slips off the tank, and figuring out just when is the best time to hit Flare. But overall, yeah, it's pretty simple.
It also wasn't nearly that complicated in XI as the chart implies.
Also, Magic Bursts were pretty rare to see happen, and 99% of the time it was by accident. Maybe that's changed now, but then, just about everything in XI has changed.
This is sad. So much nostalgia, and not enough realism. Others have pointed out that Black Mage in XI wasn't some overly complicated job that required a ton of foresight... it was a nuance of abilities that were situational. Almost all the spells listed became obsolete, and the others used for Magic Bursts/Elemental Weakness/Random factors (elemental weather). It's not that much better than the XIV counterpart.
It would be neat if BLM (or mages in general) can have access to all the elements. Its sadly ironic that NIN has all elements
There were a few fights where Magic Bursts were all but necessary. Aspidechilone and Tortuga being prime examples (you could just whittle down Genbu over time, but Torturuga in the BCNM arena had a timer, and Aspi was like as not to get stolen if you didn't kill him ASAP.) For Torturuga, 8 BLMs, 2 SAMs, 2 tanks, and all the necessary bards and red mages and white mages to keep everyone alive and greased up was pretty standard. The SAMs would make a weapon skill and the black mages would cast all at once, on a timer. It was beautiful.
But yeah, in regular parties, magic bursts were usually happy accidents.
Well, if you want to go off what BLMs should have, my first encounter with them was in FF Tactics, where they had access to bolt, fire, ice, and flare. wait a sec...
My favorite BLM spell in XI was warp II. Someone in your party being annoying and not following directions? Send them home.
In ffxi, duoing with a friend, we managed to deal the damage of 5 average players, as war/sam and blm, just by coordination and skill, ffxi BLM was complex, most people were just lazy and ignorant, who relied more in numbers than strategy and skill. Here we can't excel at all, we have to follow our rotations, that's all.
This BLM is a shame, but a long as people find it fun, i don't care.
They can't add elemental weaknesses with the way the spells are set up now. A BLM has to throw Fire to nuke, Blizzard to recharge, and he doesn't have access to Stone, Aero or Water (or "Fluid Aura") at all, as those were given to Conjurer/White Mage, so you can't play the weaknesses the way you should. And if Magic Burst is to be anything like it was in FFXI, they'll have to add skillchains first, as Magic Bursts were an integral part of the skillchain system.
Hah, it was easy with a) an understanding of how it worked b) good communication in the group and c) good macros. I remember a notable time, grinding in eithr the Yuhtunga or Yhoator Jungle. I fell into a group led by a non English speaking Japanese who communicated entirely through auto-translate, no less. Samurai, as I recall. She had an impressive set of skillchain macros and noticed my RDM was wearing a sword and invited me. She ran skillchains against my sword and the other players as well. I'd open, she'd close and then I'd magic burst the chain. We pulled this off consistently. Maybe it wasn't the most efficient way to play, but damn it was fun. Remains one the high points of my FFXI career.
Addendum--it must have been Yuhtunga, 'cause I remember my sword was a bright new Centurion's Sword I'd just traded in my Conquest Points for.
My favorite part about maining BLM in XI was also the part that I hated the most and that was having to obtain spell scrolls. As for the myriad of spells and complexity, yeah that's been a bit overblown by nostalgia.
There seemed to be a lot of things the devs intended for players to do regularly that they just didn't, and this was one of them.
I did enjoy playing in non-English speaking parties though. It was interesting to see that different cultures sometimes had different ways of doing EXP parties.
Actually, from my experience the Skillchain->Magic Burst was the most effective way to play because you could burn down mobs ridiculously fast this way without needing a specialized party setup. For example while leveling up my Drg/Sam out on Colibris, I was in a party with a samurai and a black mage, and I think a thief orninja. Either the thf/nin would open followed by the samurai, or the samurai would just open, and I would follow with a Penta-Thrust for a massive 5 hit damage spike and huge SC level 2 (Gravitation) damage boost (since skillchains dealt proportional damage to the closing skill) and then the black mage would follow up with a nice nuke for an extra boost off the Magic Burst. Just the SC and MB alone would knock out 50-60% of the HP, let alone the damage dealt by the skills and spells that created it.
If FFXIV BLM is 7 buttons then why do i have 2 hot bars full of craaaaap.
This is called "Streamlining."
FFXI was also a much slower paced game with much more limited movement (couldn't even jump!)
XIV classes simply aren't allowed to be overly complicated since whatever we do has to be done while moving constantly. Bloated spell lists would just make that worse.
I've just recently gone back to XI to see what everyone has this nostalgia boner over and see if it stands up.
It's really not even close to the same game as XIV. The atmosphere and pace are completely different, and some of the design decisions are still baffling.
Sure BLM had more "variety," but to get most of those spells you had to shell out a bunch of cash or camp drops, sometimes even do long ass quests in actually dangerous territory.
To put things in perspective, imagine if your lvl 35 abilities required clearing the lvl 50 quests, which instead of a soloable final encounter involved running through Wanderer's Palace.
And don't even get me started on what "limit break" means in that game compared to this game...
XI's not a bad game, it's just horrific for new players.