Do you know what a burst is? I'm pretty sure Crit'ing for 3600 is a burst. As is any 2500 crit. Pretty sure numbers see a boost temporarily from it. The only thing that equals out our DPS is our Umbral phase lol.Summoner's damage isn't consistent it starts off high early in the fight then rapidly drops off after 4min while the Black Mage stays around the same level throughout the entire fight. Black Mages see big numbers and huge crits from Fire III/Flare and incorrectly think there bursts but they average out to being sustained damage.
A BLM's dps charts looks akin to a heart rate monitor graph for the record. It goes 600-700 to 200-250 and bounces up and down. (as in in the moment dps not what the whole fight is at at the time.)
Also I agree apoc is out of place on the blm kit and doesn't belong. I've always complained about it though. I'd really like to see blm get burst back instead of nasty apocatastasis. Matter of fact I'd be happy if the became more similar to 1.0's incarnation and get old freeze back also. You know what would be awesome for summoner? Sanguine Rite - for the 2.0 players and beyond its like a weaker version of manaward (it absorbs a portion of hp in damage but it also worked on physical) but if you take damage with it on it also restores mp, it was a staple of the old blm kit.
Last edited by Xisin; 01-15-2015 at 02:26 PM.
A Manaward that restores MP. Huh. It should have a fairly long Cooldown timer (3 minutes).
Black Mage's damage visually is sustained while the Summoner's damage on a graph looks like a steep slop upward flattening at the top then steeply sloping downward and plateauing which visually depicts bursts.A BLM's dps charts looks akin to a heart rate monitor graph for the record. It goes 600-700 to 200-250 and bounces up and down. (as in in the moment dps not what the whole fight is at at the time.) Also I agree apoc is out of place on the blm kit and doesn't belong. I've always complained about it though. I'd really like to see blm get burst back instead of nasty apocatastasis. Matter of fact I'd be happy if the became more similar to 1.0's incarnation and get old freeze back also. You know what would be awesome for summoner? Sanguine Rite - for the 2.0 players and beyond its like a weaker version of manaward (it absorbs a portion of hp in damage but it also worked on physical) but if you take damage with it on it also restores mp, it was a staple of the old blm kit.
Not so much Frontlines, but Tridisaster>Bliz in Wolves Den.
Tri-disaster has a much longer bind time. Obviously it dosent matter as much in FL because of the random damage thrown out so they bind generally gets broken right away, but its great in Wolves Den where you can control fights more with it.
It is fine remove our tri-disaster if BLM sleep will get removed too.
Trip disaster is great if you're chasing someone and your group needs to catch up to them.Not so much Frontlines, but Tridisaster>Bliz in Wolves Den.
Tri-disaster has a much longer bind time. Obviously it dosent matter as much in FL because of the random damage thrown out so they bind generally gets broken right away, but its great in Wolves Den where you can control fights more with it.
No thank you.
Agreed on Tri-Disaster being a great skill for Frontlines, being able to do a ranged AOE bind has many many uses. I've got a couple of tricks wih this one I haven't seen others use yet (though I'm sure I'm not the only one who's thought of them) and they're too good to post in a public forum.
The amount of damage tri-disaster does is completely beside the point, since I'm not using it expecting a mini-flare or something of the sort. This fits into the 'utility' category far better than Apotocostasis or however the hell you spell it. TrI-disaster might not do much in Coil and there are more enemies that are bind resistant later in the game, but you've gotta think about how useful the ability can be across the variety of content between where it's aquired and end game... every class has skills with limited value in certain instances (such as shadowbind).
For open world encounters against multiple enemies, you can make effective use of the long duration bind from tridisaster alongside the fact that baneing DOT's onto bound targets doesn't unbind them (or wake slept targets for that matter). You can kill four physical attackers for the price of one while they stand there powerless to do anything, and if you're not fighting enemies way above your level or enemies meant to be engaged by multiple players they should generally be dead before the bind wears off. Same can't be said for BLM and it's one DOT combined with sleep. The dot will wear off before sleep does and they don't have a way to get any more dots up or reapply without breaking and reapplying sleep, building resistance fast.
Your pet can solo open-world, at no point is Tri-Disaster needed for anything in PVE except maybe Garuda Plumes(and even there it's not really needed just convient). Game should always be balanced around PVE first, and there the skill is useless.
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