Spellspeed doesn't lose value on Black Mage beyond an unattainable cap ( 4 spells in 5.0 seconds, which would be B3, Foul, T3, B4 before the second MP tick to full). more GCDs is more GCDs. It's really more a matter of DH being too easy to get a real noticeable effect.
Ok so I was praying all week I saw something about BLM changes in the live letter. I'm hopeful.
Also, this is probably an unpopular opinion, but I love how they have the skills set up in PvP for BLM, regarding the fire1/blizz1 issue. Like the skills are on the same button but change, maybe they could do something like that? I'm sure a few classes could benefit from that, maybe?
Spellspeed won't lose it's value on BLM, simply because your whole damage is still tied purely on a Spell by Spell basis. It won't be as good, just won't be worthless either. People might actually just find a sweet spot for it.
They want for have multiple buttons on PvE be something of PvE and the minimalistic button setting to be something that is PvP only. I'm ok with this.
Before HW, BLM wanted SpS because our spells hit harder than anyone else's making DET less necessary. In HW, not only did the need for SpS increase because we had slower attack spells (Fire IV and Blizzard IV) but we also needed to weave Blizzard IV in order to keep Enochian up. In SB, SpS is still required so we don't lose Enochian, because Fire IV and Blizzard IV don't refresh Astral Fire nor Umbral Ice.
...yeah, I see SpS lasting for BLM for a while.
Ugh, no please. I'm glad I'm out of the level range of mindlessly spamming 1 skill. I like how you have to weave in fire I to keep enochian going, it just needs to be easier to keep it going during movement heavy fights.
Spellspeed was never required. You could and can still play with the lowest SpS numbers and perform well. Buff timers just become harder to deal with.
Speed is good because two reasons:
-infinite resource means no exhaustion
-longer cast times mean more total time “saved” from adding speed
Now, speed also increases Thunder DoT damage.
Speed was always important for single target bosses that lived a long time, but I always kept a crit/det build for dungeon AoE pulls.
Edit: I suppose there is a third reason that speed is good, it's the most "consistent" stat. You could have 2000 crit and still get really unlucky and land no crits, but speed reduces the GCD no matter what at no variable chance, unlike dh crit det. Granted, the DoT power is still a damage range, but I digress.
Last edited by Llugen; 12-17-2017 at 05:55 AM.
Not to mention that good feeling of throwing spells at the enemy at light speed
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