From what I know, I think DH has a better payout on BLM due to it having more consistency, but Crit might be better due to it being both a damage buff to crits and a stat that increases the chance of actually critting.
Generally speaking, Blam and Sam fill the same role and while bringing one of them is fine, you would want to avoid having both.
Pretty much this. My raid group (which has been together since early 3.0 give or take a tank) has been running BLM and SAM (He was a NIN in 3.0) since 4.0 started and you absolutely feel the loss of raid dps. It's undeniable really- but we just play what we enjoy and clear content.
sam should fill nin or melee roll lol...
but sam, as non- meta class, should know / fell us fellow " no utility " dps, that have hard times in PFs..
Yes, but they both are the non-party buff cannon class. You really don't want more than one, especially since they aren't really cannon-ing high enough to be worth losing the other tools.
Yeah losing the other raid tools really shows. As I said its undeniable that running one (let alone both) is a major raid dps loss.
As someone who almost exclusive uses Black Mage in previous FF games (at least, where bards aren't available) I always figured Black Mage would be a great place to start. It was the first job I ever levelled to 50 way back in 1.X, but since then my enjoyment of the job has went down as the game progressed. However, in its current state, I find it difficult to play Black Mage at all. The spells animations aren't very exciting for an occult mage supposedly capable of pure devastation. The casting animations make it seem like even my character himself is bored of it, half-heartedly pointing a staff at the enemy every few seconds to create a slightly bigger ball of fire than the one you've had for the past two years.
In terms of actual gameplay it feels cumbersome compared to most other dps jobs. For the effort it takes to perform adequately as a Black Mage, I could be running around like a headless chicken on Bard and still perform similarly whilst bringing much sought after utility.
Personally I feel that Black Mage suffers from the same identity problem many other jobs face. The job is initially designed with the traditional Black Mage in mind; utilizing the elements to devastate foes. In practice, 1.X Black Mage is just a human taser that shoots lightning at everything. Obviously this doesn't match Black Mage's identity (only one element?!), so we get 2.0 Black Mage. Now you can use two whole elements! Wow! The job now tries to build upon the 'glass cannon' archetype, yet 'class archetypes' can't exist because of balance (Summoner and Black Mage must always have the same HP and Defense values at identical ilvls), so the 'glass cannon' aspect of Black Mage's identity is lost. Instead, it's replaced by the 'stationary turret' identity, like XIV's answer to the glass cannon.
This exacerbates the problem as Black Mages are thus unable to deal their full damage without having to wrestle with mobility, casting times, Astral Fire/Umbral Ice, Enochian, Polyglot, standing in Ley Lines, etc. So the job that's now intended to be high damage but vulnerable can't utilize its superior damage due to this vulnerability, and so the traditional 'Black Mage' identity goes down the drain as you spend more time trying to minimize the impact of having to move than considering which spells to use or why.
Come 4.0, and while many quality of life issues have been addressed (Astral/Umbral timer increase, Between the Lines, Umbral Hearts) the key identity issue is still not addressed. Black Mage remains as a 'glass cannon' with no ammunition. It's affected by certain mechanics more than any other job, especially compared to it's ranged dps competitors Bard and Machinist, who are notorious for being completely unaffected by mobility in battle. Additionally, the player community has developed a 'meta' based around job synergy and utility, the two things that the 'glass cannon' must sacrifice for their identity. In a game where increasing the dps of your party members is just as important as increasing your own, there's going to be very little space in parties to accomodate what Black Mage has become.
Last edited by Connor; 02-05-2018 at 07:17 AM.
BLM has a good and solid identity. SE just refuses to make it work on some of the game's system like mana ticks among other things. On top of that their identity is straight not likeed by the players when they have the option to play as a BLM or with one in their team. But that's a whole other topic.
Came across a PF group that only allowed BLMs and I joined and had a really fun time doing old Primal EXes xD
https://www.youtube.com/watch?v=kckmyt4pqJA&t=5s
To be quite honest, I do kind of want there to be reasons to be bring duplicate jobs. Take a hit to LB generation and toolkit diversity but get job specific bonuses to certain mechanics.Came across a PF group that only allowed BLMs and I joined and had a really fun time doing old Primal EXes xD
https://www.youtube.com/watch?v=kckmyt4pqJA&t=5s
Dragon Eye grants 10% to allied Dragoons
Brotherhood generates Chakra for all monks
Black Mages benefit from other leylines
Summoners Enkindle all Egis within range
Machinists provide each other Ammo
Red Mage Embolden adds duration before the Stacks diminish
Stuff like that
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.