I had always thought that the flank was the rear.
I'm facepalming
I had always thought that the flank was the rear.
I'm facepalming
The vibe I'm getting is that once you pass a certain level and unlock the higher skills, THM diverges into two possible builds:
- Fire/Ice nuker with meticulous MP management; and
- Thunderous DoT-chainer (forego the bonus stats from being a BLM and you can include aero in there).
Doing both is tricky, since trying to properly pull off one can impede your ability to be effective with the other. Anyone else experienced this?
More important question:
Deli, do you think it is worth sacrificing the approx +10 bonus to each stat associated with playing a job and the job-specific actions in order to incorporate off-class skills (notably aero) into a DoT rotation? What would the impact be on your long-fight damage output?
Fair call. It occurs to me that ACN could bring something else to the mix as well.
I'm also wondering about the effectiveness of having a single bard singing Foe's Requiem (Foe's elemental resistance down 10%) in a party filled with multiple BLM (no need for Ballad).
for the built, I'm not sure you can change the outcome of the thundercloud trigger. If you can increase that chance by some critical gears (such as archer's poison + wind using critical tick to trigger blood letter), I think there will be this different builds coming out. However, if you can't get your hand to thundercloud trigger, I think what Sylkis's post give a good list of sequence with dps analysis.The vibe I'm getting is that once you pass a certain level and unlock the higher skills, THM diverges into two possible builds:
- Fire/Ice nuker with meticulous MP management; and
- Thunderous DoT-chainer (forego the bonus stats from being a BLM and you can include aero in there).
Doing both is tricky, since trying to properly pull off one can impede your ability to be effective with the other. Anyone else experienced this?
More important question:
Deli, do you think it is worth sacrificing the approx +10 bonus to each stat associated with playing a job and the job-specific actions in order to incorporate off-class skills (notably aero) into a DoT rotation? What would the impact be on your long-fight damage output?
I personally don't believe that it's worth to go from CNJ to WHM at current state.
Pure Stats/skills discussion:
when you change to whm you get +20mnd, that means +6 damage out of 280 from Stone II (+2%) and +20 hp/524 (+3%) of cure2... I think GLA and PUG get some curing buff, PUG get lots useful stuffs when you are getting troubles. in the meanwhile, job exclusive skills... I don't know which is helpful. This is pure my observation from CNJ/WHM side. For DD and tanking classes, I think other classes offer more useful cross-class skills that will change lots outcomes. Besides, so far job specific skills are like "it's good to have, but I'm not sure I'm going to use it." too, for example, Regen cure ticks add up < cure II, while mp > cureII.
Pure gear discussions:
If you watch gears like vanya robe, it to the useful stats of the raw gear already matching the AF blm body. Not to mention Vanya robe has 2 natural sockets you can use. So, in gear wise, Job exclusive gear didn't give that much benefit over class. Top GC officer gears, it's almost matching AF besides the def on these are lower, so tanks in this case shouldn't use over AF. But there are militia set, HQ Cobalt set (de-rail a little, I figure out one set of squence to HQ very easily, I need to do some more test and share later...) so gearwise, Job doesn't hold that much advantage too...
Job quest skills?
not sure, but I believe we will get more job exclusive skills after we complete certain quests. This is the thing will make Job vs Class choice more interesting.
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