The class with the weakest defense, and damage based on mana should be the highest damage dealer.If his point is a question like "are there any other classes that can do better in this role for this fight than black mage?" should never come up, then black mages are too powerful and we will continue to see fights like ifrit where thaumaturges are stacked.
And yea... why bring a blm to a zaharak party? For their amazing damage and CC!
Can I ask why?
I find it unfair that a class with armor, can take more hits, and isn't held back by Mana can outdamage the class that has none of those. Kinda the whole risk/reward deal.
I wouldn't mind to see BLM trade away more defence for stronger spell capabilities, I always enjoy the style of "glass cannon" while playing a mage character no matter which game.
It makes you think twice about pulling aggro, taking uneccesary damage or play smart to avoid heavy meele enemies which can cleave you in half with 1 or 2 blows.
I've always found it exciting both in PVE and PVP settings, and for me its what defines a wizard and mage type characters who usualy dress in cloth, robes or leather, offence is the best defence sorta deal x)
One thing that has always bugged me is the fact that spells now do debuffs. Now at this point in time SE has pretty much taken out the debuff spells, and added them into the con, thm etc spells. I find this very disappointing, as myself and I am sure other would agree that debuff should remain as spell not an add on w a spell. Theres other reasons for this as well but I am sure most of you know of red mage. The other reason is probably to do with the bar command setup instead of going w a drop down menu.
Now one thing that stands out is the class and or job system. This is basicly another version of the FFXI main/sub job set up but w a spin off added. They are basicly 2 different types 1 a a class the other is a job. It would seem instead of going the route of class and or jobs, SE should have just gone w main/subjob combinations. With the current class and jobs we are limited with what we have and are allowed to do with abilities and such. After reading some of these posts and as 1 member did state some players when there is 2 healers 1 will go con 1 whm same with arc and brd.
Now that brings me to blm as it will not be able to cure itself or cast stoneskin (true or untrue we will find out) is not something I look forward too. The spells have been cut down to the point that we have very few single target spells or we have spells that aoe. We have no control over if the spell will be single or aoe. Even in past final fantasy games players could do single target or aoe, we had a choice, now we dont. Now I find this disturbing as I would rather have #1 the choice to aoe a spell or #2 have another group that is specificly aoe (FFXI comes to mind). Again this comes back to the fact that SE went with a combat bar instead of a drop down menu or something similar.
BLM doesn't have to take hits. It stays safe out of enemy range. Just like ARC now, that's what balances out with their extra resource and low stamina.
You don't think there's risk in being melee (e.g., jobs that wear heavy-ish armor) - in restricting yourself to only being able to do damage in close proximity? A melee player could say the same thing: That they find it unfair that mages can pump damage, CC, and debuffs all while being at a safe distance to avoid almost all damage period. This whole "risk/reward" you speak of doesn't just apply to mages; there's risk in melee as well, but just different kinds and different flavors.
Melee have to be in proximity to almost all forms of damage that mobs can spew out, otherwise they won't be able to do any damage at all. Take for example the Kirin fight in XI - if a melee gets/remains to close they're going to get fayced by his huge AoE spell (think it was Aeroga IV - I forget). Perhaps there are better examples, but I think that's simple enough to get the gist. So there's a risk involved just to be able to whip out some WSs on him. Mages on the other hand can remain at a safe distance at all times all while being able to do burst damage at whatever pace they choose (for the most part). Also, as mages have to manage their MP, melee have to manage their TP and use it just as accordingly as mages use their MP pool.
But regardless, I could go on an on about the trade offs between melee vs. mages, but when it all boils down it's all about what can effectively damage the mob during fights. Some fights the mob is too dangerous for anyone to stay at close proximity (and at times, even the tank), and so this is perhaps when mages (and ranged, such as Archers/Rangers/etc.) shine; whereas other fights the mob is so resistant to magic that the only thing that'll really damage it is a blunt weapon across its fayce.
And I'm surprised you think that - honestly; that mages by virtue of being "mages" should somehow always... *magically* (pun intended)... be top DD on average regardless of the fight. I mean, XI had loads of mobs that were highly resistant to magic, to the point where melee were forced to SC just so the mages could get a bump in accuracy and damage so they were sitting there like useless spots in the alliance (which, IMO, was great tactics - to have BLM burst on SC w/e possible).
That one job should always be top overall regardless of the situation is tantamount to suggesting that this game (or any FF game) should only consist of a tank, a healer, and a party of DD consisting only of JOB-X; it's foolishly audacious.
|
![]() |
![]() |
![]() |
|
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.