It was still used in emergencies vs a reducing timer vs advanced mechanics that either forced you to cut fire early or swift cast it to safety.
Dont mean to sp but my phone lacks the edit option my pc wouldve had.
It was still used in emergencies vs a reducing timer vs advanced mechanics that either forced you to cut fire early or swift cast it to safety.
Dont mean to sp but my phone lacks the edit option my pc wouldve had.

another quick question, in the sharp cast F1 opener you're supposed to go F4, F4, F1, F4, F3proc, Swiftcast F4, convert, F4, F4. What do I do if I don't get a fire 3 proc?
Sharp cast guarantees youll get the proc from fire 1. It 100% guarantees you the f3p.
Only time you have a chance at not getting the proc is if you dont use sharp cast.

yeah but im talking about the second Fire 3 proc in the opener listed on the guide. Sharp cast is used on the first fire 1 not on the second one. I appreciate the help btw
You just cast it if you get it, if you don't get the proc you don't. Can also substitute those spots for thundercloud proc.

I usually go Sharp Ley Fire1 Eno Raging Fire3proc (INT Potion)F4 F4 F4 F1 F4 F4 F4 (F3proc if available) B3
With enough spellspeed you can get all these Fire IVs out within the effect of Raging Strikes including the optional Proc ...I think.
I'm going to start this off by saying this isn't me saying I won't play the class and i'm not looking forward to playing the class. This is me saying that the class will not be as effective in a raid environment, and SE are not fixing the issues it had in HW.
No. You said "new thunder 3 takes .71 less to cast". You never hard casted Thunder III in the first place.
Not even close.
It doesn't make a difference to our speed.
Triple cast, is nice, its literally just 3 times the advantage of swiftcast - which wasn\\\\\\\\\\\\'t a big advantage. It will be planned out movement/mechanics and dps - or AOE. Gives us a minor rotational speed increase if used on F4\\\\\\\\\\\\'s (anything above the GCD).[/QUOTE]
Youre heavily under estimating saving .40s per GCD as itll lapse and further increase the average number of cool downs youll fit in a raid environment. Every 90s you save 1.2s + .41 every swift cast, every 3 minutes its 2.4s and 1.2 for every swift cast in 3 minutes totalling 3.6 seconds which is 1 extra fire 4/foul/Thunder pushed 1GCD ahead. The longer the raid like say A8S the more GCDs you fit in per 3 minutes.
Thats a speed increase.
Up.[/QUOTE]
I am not heavily under estimating saving .5s per GCD. It literally makes 3 spells instant cast. If you use them on F4's, you will save that amount of time.
Furthermore, fights have breaks you know. Saving 1GCD every 150 seconds is not a meaningful speed increase when you take into account the possibility of the time we will have to wait for a mana tick in Umbral Ice phase.
You can't compare 6 casts vs 4 casts lol. A potency nerf is still a potency nerf - and considering BLM hasn't been in the meta for a long time, it isn't needed. BLM hasn't been the heaviest hitter in the game for a long time.But we beat old fire 4 potency rotation by casting 5 f4s out of 6 we will have at all times.
Also keep in mind a lot of other jobs got potency nerfs, heavy ones. We are still the heaviest to second heaviest (samurai is up in the air) hitter in the game.
Every thing points to the fact we gain GCDs over old blm how is that not a speed increase? Our rotations are also longer and anything from fire 4 number 5 (which beats old f4x3 f1 f4) is a huge gain since our dos phases are longer.
Our opener theoretically has +3 fire f4s over old hws 6 and + 2 over old hws 4.
Crunch the numbers and show me otherwise.
.
Math.
Everything doesn't point to "the fact". Its fiction. Our fire phase is longer, but they are less potent, and we also miss out on our heavy opener burst from Raging Strikes. If you are including mana transfer skills from other party members, then really that extra DPS is more accurately attributed to them. And there may even be a better class to give mana to.
The math is already out there.
You are incorrect. Raging Strikes stacks multiplicatively along with our other buffs (Enochian, Astral Fire and Magic + Mend).Raging strikes only increased our fire 4s by 56 potency for 6 fire 4s, fire 1 by 36 and f3p by 48 totaling to 420 bonus potency per 3 minutes.
Foul alone is 128 potency stronger than a fully buffed fire 4 by raging strikes.
440 potency every 3 minutes vs 685 per minute or 204 (foul taking a fire 4s spot difference) per minute is 612 vs RS 440.
Foul is raging strikes.
With SB blm vs HW blm SB blm gains 1 GCD over hw blm, longer dps uptime, better leylines uptime, swift and tri is all dps GCD pushing.
We got nerfed by 7% but total rotation % went up by 18% of hws rotations. 5 f4s undoes the 7% nerf and then some 6 blows old blm out the water.
I
Foul also takes up an extra GCD - raging strikes didn't.
And again, BLM doesn't gain 1 GCD over HW BLM. Longer dps uptime =/= more damage if the damage is nerfed. Good players already had near 100% leylines uptime. Good players had swiftcast used anyway. Triplecast is 1GCD every 150 seconds
What I said above. Potency per second is more important to compare than total potency over two different timelines.had a whole time line comparison set up but it logged me out when i hit post so ill have to post it all tomorrow morning.
But a snippet rs rotation took 29.8 seconds from start to finsh, in the same time span sb blm will outright destroy old hws total potency is RS within 32 seconds.
It directly increases our uptime in situations where movement is out of our control, stage shifting, push back, tethers,aoes, stacking.
The time it takes to get back to lines is almost 0d out.
Good players did not use it in an emergency. Its usage was planned.
Last edited by HaroldSaxon; 06-09-2017 at 03:32 AM.
for the level 70 opener, need to start with ice 3 (than maybe swiftcast t3) and use ice 4 for the u-hearts, right? than start spamming fires.. , with tripple cast and Leylines somewhere in there.., and first proc used on fire1

is it just me or dose blm kinda suck now?![]()
it feels clunkier than before:
SS weight has been reduced (casts feel slow), ... and they changed the cast timer, you cant "cast/step" like during 3.5 (need to almost finish a cast completely before moving); .. it almost feels like 3.0 -.-
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