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  1. #21
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Greedalox View Post
    It just sounds like reaching. Like Michael Jordan in Space Jam reaching.
    Yeah, that's the thing about magic. It doesn't make sense when you think about it.
    (1)

  2. #22
    Player
    CatStarPrime's Avatar
    Join Date
    Jan 2017
    Posts
    237
    Character
    Nova Wildstar
    World
    Faerie
    Main Class
    Arcanist Lv 94
    There's always the Alchemist 2.0 questline
    (0)

  3. #23
    Player
    Ariomi's Avatar
    Join Date
    Jun 2017
    Posts
    184
    Character
    Ariyala Amaterasu
    World
    Behemoth
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Shiro--Tsubasa View Post
    From what I can see, although I haven't played all three at 70 yet, is that they all fill a niche.
    Hate to break it to you...

    Black Mage is the Single Target and Aoe King.
    Red Mage is a mix of Mobility single target and some Aoe.
    Summoner is outperformed by both.

    Summoner's Aoe was heavily nerfed and Foul is on a 30 sec timer at 650 potency that does more damage then Ahk morn. (Ahk morn is scaled to a pet and does lower damage.) Triple Flare, Foul, Thunder 4 and Fire 2 easily beat anything Summoner has.
    (3)

  4. #24
    Player
    OgruMogru's Avatar
    Join Date
    Jun 2017
    Posts
    683
    Character
    Ogru Magnataraxia
    World
    Lich
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Ariomi View Post
    Hate to break it to you...

    Black Mage is the Single Target and Aoe King.
    Red Mage is a mix of Mobility single target and some Aoe.
    Summoner is outperformed by both.

    Summoner's Aoe was heavily nerfed and Foul is on a 30 sec timer at 650 potency that does more damage then Ahk morn. (Ahk morn is scaled to a pet and does lower damage.) Triple Flare, Foul, Thunder 4 and Fire 2 easily beat anything Summoner has.

    It's a shame that providing we don't have another A2 on our hands [please no] Blm won't even be really using their AoE rotation outside of dungeons.
    (5)

  5. #25
    Player
    soslinky's Avatar
    Join Date
    Oct 2016
    Posts
    80
    Character
    Maxu Habufan
    World
    Tonberry
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Ariomi View Post
    Hate to break it to you...

    Black Mage is the Single Target and Aoe King.
    Red Mage is a mix of Mobility single target and some Aoe.
    Summoner is outperformed by both.

    Summoner's Aoe was heavily nerfed and Foul is on a 30 sec timer at 650 potency that does more damage then Ahk morn. (Ahk morn is scaled to a pet and does lower damage.) Triple Flare, Foul, Thunder 4 and Fire 2 easily beat anything Summoner has.
    RDM on average is actually bigger deeps than BLM right now on single target (Susano/Lakshmi).
    (4)

  6. #26
    Player
    Ethalio's Avatar
    Join Date
    Sep 2013
    Posts
    21
    Character
    Ethalio Hchynwal
    World
    Phoenix
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Kabooa View Post
    quotequotequote
    To me it seems you haven't played any other FF game before.

    Raise:
    I'll cite from the Final Fantasy Wiki and FFXIClopedia, taken from the Raise spell page. (I just took the games with a Job system btw):
    FFI: "can be learned by the White Mage, White Wizard, and Red Wizard job classes"
    FFIII: "can be used by White Mages, Devouts, Red Mages, and Sages."
    FFV: "Raise is a level 3 White Magic ability that can be used by White Mages and Red Mages."
    FFXI: Jobs: "Level 25 White Mage | Level 35 Scholar | Level 38 Red Mage | Level 50 Paladin"

    Drain:
    FFIII: "Drain is a Black Magic level 7 spell"
    FFV: "Drain is a level 4 Black Magic spell."
    FFXI: "Drain is a Dark Magic spell available to Dark Knights, Black Mages, Geomancers and Scholars." In FFXI black magic is categorized in elemental, dark, enfeebliing and enhancing magic.

    To sum it up: Raise has always been a white magic spell traditionally available to WHM and RDM. Drain has always been a black magic spell available to BLM. IMO no further discussion is needed on that topic
    (2)

  7. #27
    Player
    Cherub's Avatar
    Join Date
    Aug 2013
    Location
    Floating City of Nym
    Posts
    392
    Character
    Miasma Eschaton
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 90
    So I have all 3 Casters at 70 and played all of them in extreme primals. My FFLogs isn't as extreme as, say, Eirene Snow's but I do hover around the 90 percentile. And my early runs aren't even uploaded.
    These are the changes I would do and think would help setting all three jobs to a close level.

    Summoner

    Aetherpact
    As it is now, Aetherpact is nothing more than fake utility. It's 15 seconds attack potency up by 5% and damage taken decreased by 5%. For a single target. Which you can't even choose. The amounts of times it went onto the healer that was not DPSing is unreal.
    What to change
    Make Aetherpact affect the whole party. This would effectvely turn Aetherpact into a good utility skill. The 90 seconds CD which is rather low and the 5% attack potency which affects every job with a 15second duration. This is a good utility skill.

    Aetherflow
    4.0 SMN is all about aligning your CD's. Keeping everything apart and making the best out of resets and Trance/Demi. This is a lot of stress since the set up the SMN did, get's easily destroyed by a single mechanic. Any second Aetherflow is delayed is a second that results in a DPS loss.
    What to change
    A simple change to the gauge and DWT. Allow the stacking of aethertrail attunement and Aetherflow both! Also allow the use of aetherflow within DWT while still keeping Aetherflow actions such as Fester or Painflare banned during DWT. This would make Aetherflow management a lot more fluid, a lot less brain exploding and the most important, a LOT less punishing.

    Ruin, Ruin III, Ruin IV
    The potency is weak. The impact behind Ruin is almost non-existent. WHM has StoneIV, BLM has FireIV, heck even SCH has BroilII. Yet Summoner is stuck with one of it's weakest spells. From the level 1 range. Ruin III and Ruin IV also suffer from low potency. Broil II has more potency than Ruin IV
    What to change
    People will declare me mad but listen. Have Ruin Mastery additionally replace Ruin with RuinIII
    What about the MP cost? Have it adjusted.
    What about DWT? There are many Solutions to this one. Increase Ruin III potency within DWT is an example. Make all Ruin III spells instant within DWT is another example. Or heck even both. Or we can take the pvp example and have Ruin IV replace Ruin III within DWT while, if a Ruin IV procs, the next Ruin IV is instant.

    Demi-Bahamut
    I can't see mukanix!?!?!?!? Said the melee
    Great, I am dead!!!! Said the healer
    Stop moving and just fking attack!?!?!?!?! Said the Summoner
    What to change
    First and Foremost, have Bahamut be transparent. Not extremely, but slightly. Furthermore have Bahamut spawn 10-20 Yalms behind the Summoner. And to top it off, make him stationary.
    This would give many Summoners an easier time making the best out of him and the party can see what is going on again. Just a side note, Bahamut has 100 yalm range on his attacks anyway. Let us make use of that.

    Pet responsiveness
    A huge problem even SCH's have to deal with.
    What to change
    Having everything be instant casts would help alleviate this problem a lot. I'm no programmer but this really has to get better.

    I will follow up with BLM and my thoughts about it in my next post
    (6)
    Last edited by Cherub; 07-08-2017 at 06:10 PM.

  8. #28
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Red Mage is in an odd spot at the moment. It pulls absurdly high DPS considering the amount of support it offers-- being the only caster who could theoretically replace a healer. I hate advocating for nerfs, however the devs need to revisit what exactly they want the other casts roles to play because Red Mage just outshines them both handily. Part of me wants to say Black Mage should be the near Samurai equivalent for casters. Hard to say where Summoner should fall though.
    (2)

  9. #29
    Player
    Cherub's Avatar
    Join Date
    Aug 2013
    Location
    Floating City of Nym
    Posts
    392
    Character
    Miasma Eschaton
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 90
    What I would change about~

    Black Mage

    Astral Fire and Umbral Ice
    A 13 second window in which you have to fit 9 seconds of casting, an additional 1.5-2.5seconds of casting to keep going.
    A problem that is solved with a massive amount of SS.... Which you can not even reach yet. Granted, the more SS you have the easier this hurdle becomes and as a BLM you are going to stack that anyway.
    What to change
    A simple solution. Extend the timer by 2 seconds. This just gives more breathing room to the BLM.

    MP
    MP issues on BLM? As odd as it sounds, yes.
    Due to specific problems within Umbral Ice and MP ticks, your MP for your next astral fire phase won't be enough to cast 6x Fire IV which is your optimal rotation. This isn't losing DPS to a mechanic. This is losing to luck, this is not a proc and it should not be luck dependent.
    What to change
    Increase BLM total MP by 1000.
    Or have UI decrease MP cost of Ice and Thunder spells by a certain amount.
    This would allow for a constantly optimal rotation without breaking the game and allowing the BLM to get additional casts he wasn't supposed to have. (Eg a 7th Fire IV in your normal rotation)

    Utility
    I personally think a pure DPS Job is a bad idea. It will result in the mess that is 3.XX MNK where it is not a desired job or a mess such as SAM where it outshines all DPS.
    What to change
    Have Leylines give the party a haste effect. 10% for 20 seconds maybe?

    Potency
    Give us back potency period.

    QoL
    Have between the lines replace Leylines when it's up.
    Have Fire IV and Blizzard IV switch out each other depending on if you are in AF or UI.
    QoL for Summoner
    Have Akh Morn replace either Enkindle or Summon Bahamut or even Rouse.
    Pets, especially Titan need a sort of Auto Regen.

    I am of the mind that jobs should only be nerfed when they are ridiculous. And I don't see that with RDM. I see it is strong, yes but the other 2 casters are just too weak in comparison.
    Nerfing RDM will also have others be sour.
    I also think buffing Jobs won't make this game "soooo much easier". Omega Savage isn't out yet and they should adjust numbers anyway.
    (6)

  10. #30
    Player
    Lelila38's Avatar
    Join Date
    Aug 2013
    Posts
    757
    Character
    Rhia Nara
    World
    Cactuar
    Main Class
    Black Mage Lv 90
    Blm is the only caster without any job specific party utility, since they opened our Apoc to all casters. Going by SE's own logic (that they keep quoting when discussion about op Sam arises) our raw dps should be far higher than any other casters, effectively placing us in the same spot as Sam.

    What I'd like them to change:
    1. Give us back our F4 potency! What was the point in nerfing this in the first place?
    2. Increase AF and UI timer by like 1-2 seconds. Would just be a QoL increase with how tight our rotation has become.

    We don't need much buffing, but a few tweaks here and there would be nice. It can't be that Rdm, with how faceroll easy and not punishing at all it is to play, pulls higher numbers than us Blm. A difficult to maintain rotation (yes, Blm has a difficult rotation, whoever says different has never played it in an actual fight) should feel rewarding.
    (3)

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