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  1. #11
    Player
    Acidblood's Avatar
    Join Date
    Jun 2016
    Posts
    359
    Character
    Sylvaria Molkot
    World
    Behemoth
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Jikillia View Post
    maybe increase astral and umbra duration? I felt blm loss of dmg is mostly due to loss of enochian
    Wouldn't help, as people would just extend their rotations (e.g. 4-5 Fire IVs instead of 3-4) and drop Enochian anyway... A much better change would be to either:

    - Revert Enochian to a separate buff (like how it was in HW) but still have its duration (of about 20 seconds) refreshed with stacks. This would let you drop stacks for even a split second, such as when transitioning 'late' from Astral to Umbral via Blizzard III, without dropping (and thus having to re-apply) Enochian. (And would even let you pre-cast it!)

    - Remove Fire IV and Blizzard IV having a reliance on Enochian (maybe they can require 3 stacks instead?) and completely change what Enochian is (or simply remove it, but BLM is kind of short on abilities as is, so..)


    Quote Originally Posted by Kabooa View Post
    So far, every encounter I've managed to have the standard amount of uptime minus transition phases, which have been a bigger issue than the movement phases. It's always been a matter of plopping down and going to town, which is why the numbers on Chadarnook and God Kefka were so dumb. No downtime.

    I find it far more annoying for the boss to have inconvenient jumps that cut AF phases short. As a "Extremely High Sustained DPS" job, we don't dump our potencies in a span of 15-20 seconds, but over the entire course of a fight, so those interrupts are especially jarring.
    While I don't disagree, especially compared to say SMN, or the melee jobs in general with their disproportionate number of DPS buffs (where 'downtime' = relatively shorter cooldown times), that issue isn't necessarily unique to BLM... MNK for example can be an absolute pain to play without a constant target, and even DRG and SAM work a lot more smoothly given something to consistently hit.

    However it is irregular and extended periods of movement that affect BLM in a way that no other class (except maybe WHM) suffers from, and this is especially pronounced while learning BLM, and thus why there are so few 'mid-tier' BLMs; as those that want to play BLM push though, while everyone else just gives up and plays BRD
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    Last edited by Acidblood; 09-28-2018 at 02:34 PM.