In my opinion, an "unthoughtful" fix would be a flat potency increase with no acknowledgement of movement and buff/burst windows. The job should have a punishment for movement, but right now that punishment is RIDICULOUSLY massive. Call be a broken record, but these things really need to be addressed.
For ease, I'll post my concise list of changes I'd like to see again:
-Fire IV/Blizzard IV back to 280 potency
-Thunder III timer extended to 30 seconds
-Application of Thunder refreshes Astral/Umbral timer
-Thundercloud/Firestarter proc timers extended to 30 seconds
-Fire/Blizzard made instant cast under Enhanced Enochian (lv 70)
-Foul potency increase to 700 diminishing (currently 650 diminishing), and DOUBLE potency when hitting only one target (OR, instead of double potency, using Enochian grants a Polyglot no matter where the timer is)
-Flare damage diminishing should be reworked so it is slightly stronger than it is currently. maybe 10 20 30 40 50+ instead of 15 30 45 60 75+.
-Aetherial Manipulation reduced to 15s (or even 10)
-Convert reduced to 60 seconds, OR remains 180s, grants full MP bar, refreshes Astral Fire, grants three Umbral Hearts, grants Firestarter, grants Thundercloud.
-Sharpcast no longer works with Scathe (please for the love of god)
That's all stuff they could do VERY easily. Here are a few more things:
Freeze overhaul (suggested by Eloah):
-Lv. 35 Freeze, potency 150, now a targeted spell like Fire II or Flare, immediately grants a full stack of Umbral Ice
-Lv. 50 Sub-Zero, when your MP drops to zero (after Flare) grants a Sub-Zero proc (30s duration), allowing for the next Freeze to be cast for no MP (still immediately grants full stack of Umbral Ice)
-Lv. 68 Enhanced Umbral Heart, Successful use of a Sub-Zero proc grants three Umbral Hearts
Lv. 60 Thundersting: When Thundercloud is applied to a target, any remaining DoT potency is added to the initial Thundercloud hit OR any Thunder DoT becomes additive up to 60 seconds, so refreshing Thunder now becomes adding onto the already ticking timer.
Lv. 68 Thunderstorm: Automatically grants Thundercloud after a certain amount of damage is dealt to a target with a Thunder DoT (or maybe a certain number of GCDs or specifically Fire IVs)
Lv. 68 Firestorm: Automatically grants Firestarter with successful consumption of three Umbral Hearts in succession (so not if Flare uses all three at the same time)
Lv. 68 Enhanced Umbral Heart: For each Umbral Heart consumed by a fire spell, +5% damage to the initial hit of the spell (so +15% damage to a Flare that uses all 3).
Lv. 70 Enhanced Enochian: For every Firestarter/Thundercloud proc obtained (not used, just obtained) adds 5 seconds to the Polyglot timer.
All of this is stuff they could do if they decide they DON'T want to give BLM "utility". Here's a list of what I might do utility wise:
-Blizzard IV: +10% magic vulnerability up for ~45 seconds.
-Aetherial Surge: 180s recast buff that removes a placed Ley Lines and spreads it out to the entire party as a speed buff for the remaining duration of the consumed Ley Lines.
-Shadowpact: 180s recast Raise off-gcd that gives pre-raise or damage increase after use or tether blah blah, refer to the Raise thread about this suggestion
-Aetherial Force: All players within range of a BLM under the effect of Enhanced Enochian receive passive +2% speed (or crit or direct hit or whatever) OR a BLM under Enhanced Enochian receives a damage bonus of +2% for every party member within range of it.
-Mana Channeling: 120s recast tether to one target that restores target's MP over 5-8 seconds.
-Aetherial Syphon: 120s Tethers one player giving 10%/5% damage increase (like Dragon Sight), drains target's MP by 10% every tick and gives BLM 10% MP back every server tick (including during Astral Fire). Expires when the target's MP reaches zero (or after 20s duration)
-Meltdown (suggestion made by someone a while back): When Fire IV hits a target, target takes increased damage +1%, stackable up to 3%. Effect is removed when target is hit with an Ice spell.
....Sorry my list is no longer concise. The top list I can definitely see them doing, the middle list would be great, and the bottom list is just for brainstorming. The bottom line is that unless they significantly buff BLM's damage BOTH single target and AoE, it will STILL be smarter to take SMN overall. To justify the significant damage loss while doing mechanics, BLM should be the strongest damage in the game, above even SAM.

Reply With Quote





