

Blank is off GCD and is a free 100 potency attack. It works well on bosses, which don't suffer the knockback.

Last edited by HeavensSword; 06-27-2015 at 01:17 AM.


It's far from useless, but from a BLM and WAR perspective, the two jobs I've played with MCN, your 100 potency damage can cause me to lose:
- Hitting that mob with a 100 potency Fire II, and a 1.9x AF3 damage modifier
- Hitting every mob except that one with that same Fire II, because it was my target and it's now out of the group
- Hitting every mob with that same Fire II, because you knocked my target behind me and spell was interrupted
- Hitting that mob with a 90 potency Overpower (120 -25% from defiance), and an autoattack if it was my target
- Hitting that mob with a 200 potency Steel Cyclone
It will often take away more damage from a party than it will add if there's a knockback that isn't a finishing blow.

Just like with WHM's Fluid Aura, the smartest uses for it are: When the enemy is against a wall, when the enemy is going to die anyway, or if the enemy is immune to knockback.It's far from useless, but from a BLM and WAR perspective, the two jobs I've played with MCN, your 100 potency damage can cause me to lose:
- Hitting that mob with a 100 potency Fire II, and a 1.9x AF3 damage modifier
- Hitting every mob except that one with that same Fire II, because it was my target and it's now out of the group
- Hitting every mob with that same Fire II, because you knocked my target behind me and spell was interrupted
- Hitting that mob with a 90 potency Overpower (120 -25% from defiance), and an autoattack if it was my target
- Hitting that mob with a 200 potency Steel Cyclone
It will often take away more damage from a party than it will add if there's a knockback that isn't a finishing blow.


That's why I don't use it on normal trash packs (don't need to), but it's perfectly fine to use on most bosses as they don't suffer knockback. I don't approve of players using knockback on regular mobs unless they're trying to protect themselves, but if the knockback is a moot point, the extra 100 potency is only a gain. It's just a matter of knowing which fights you can use it on without screwing up others' attacks.
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