Enfeebles don't work on bosses :/
But forget it, I don't give a shit anymore...
tired of trying.
Enfeebles don't work on bosses :/
But forget it, I don't give a shit anymore...
tired of trying.
That's a bit extreme. BLM is fine with only 3 elements but the issue here is not something that can be seen yet.
Right now there's no boss that outright resists thunder completely so the issue of Thunder being the main source of damage doesn't exist, yet. Now let's jump ahead and consider things like Ramuh... here comes the issue. In that case BLM is useless as it can't compare to anyone else with their damage and wouldn't be able to participate due to gameplay issue not community stacking certain jobs. Blizzard and Fire spells aren't good damaging spells compared to the Thunder line.
My idea is simply to allow BLM to pick their main element of choice depending on the situation and be able to perform just as well with all three elements when it comes to raw damage.
well doesnt help when every job has some form of aoe that they spam. War steel cyclone, leg sweep, that brd aoe not sure what it was called, not so much with aura pulse from mnks. making the sleepga very useless. and blizzara is only good for soloing. (and the exception of the BLM af body fight)
Generally, when you're using CC moves like that, the LAST thing you wanna do is AoE anyway, because by then you don't need to barf out tons and tons of damage all over the damn place, you need to make sure that certain enemies do not engage in battle.
Not saying that the tool is perfect at all, but your use for it appears to be misguided.
What the op don't understand is zerging thru content does not mean CC is useless it's up to the blm to find out when to use the enfeebs and for him to say they don't work is laughable when as a blm I have soloed Coincounter from 10% hp cause of blizarra. I have also a number of times stunned a boss with thundra to stop it from killing a tank with an Tp move like 100 ton swing or the chimera moves or an bad breath.
Also hey just made debuffs on all jobs even stronger last patch and DRG i would say is second for CC skills, I found out today a drg opening with leg sweep in raids will stun everything and give blm worry free time to nuke w/o dying.
While flare DoT is not OP it does help the regen on bosses tagged along with Aero Resonance > Flare is so helpful on boss fights that it should always be used.
Only thing i do agree with that BLM should have a move similar to Cleric stance that will toggle some moves aoe or just simply add more combo's to make certain spells Single target just like the whm line of spells.
Time to plug my old thread that was largely overlooked. ^^
http://forum.square-enix.com/ffxiv/t...-system-for-ya.
This system would make a lot of people happy, i think.
Once more for the Red Wizard...
Work in progress. Points in question marked with **. Bullets are mostly technical details that came up in imagining counter-arguments or to briefly clarify.
Three parts: the reform, examples of cross-element combinations, and a footnote. I recommend skipping the middle.
--Spell Reform--Introduction of Caster TP:
Casters will use TP. However, it will be generated differently. TP will increase with casts of the same element, and diminish even in combat, starting 3 seconds after the last cast in that element. Each element gives a bonus as TP increases, and is usable while being generated. TP, and the bonus with it, is consumed by your highest tier spell of any element whose cast can take advantage of the bonus. The consumed effect is roughly double the passive bonus. If the caster has no Tier 2 spells, TP will be consumed by changing elements.
• The effect is doubled at the start of the consuming cast, but the bonus is not consumed until after the cast is completed.
• A highest-tier spell is unable to “take advantage of the bonus” and therefore does not consume TP when no part of the spell’s casting or effect is advantaged by the bonus. In the case of Ice TP as in the section below, the highest Lightning tier advantaged by the bonus is Thundara, due to its stun chance.
• **Considering other ways of handling TP consumption in a more active manner.
• **May add a spell that consumes the TP but continues the bonus for a standard duration, allowing it to stack once starting on a new TP type.
Each spell Tier will only benefit from TP bonuses to a point. Tier 1 spells will gain no further bonus past 1250 TP, and Tier 2 spells will max out at 2000 TP.
• **The second amount may need adjusting.
• Caster maximum TP is still 3000.
Element TP effects:
Ice increases status effect affliction chance, duration, and the number of attacks needed to break a breakable status effect. Fire increases AoE size and reduces cast speed, rounded to the nearest yalm and quarter second. Lightning increases damage by 1% per 20 TP.
• **Have not decided on effects for Wind and Earth yet. Post originally made only with Black Mages in mind.
• Ice bonus protection of your breakable status effects protects against one additional attack for every 1250 TP.
Recast Times:
Tier 1 recast times removed, damage dealt and mana spent scaled down by 50%. (“Other Drastic Changes to Caster Playstyle” important to this change.)
Many other spells now use ‘optimal recast time’. Effect is reduced before waiting the optimal amount of time before recast. Time since last cast marked on ability icon. The ‘optimal recast’ times will average half of their previous recast times.
Some ‘optimal recast’ times are two-stage. Aerora, Thundara, and Blizzara will all do full damage at 10, 12, and 15 seconds respectively, but will not carry dispel effects, instant cast, or chance of Bind until 20, 24, and 30 seconds respectively.
• Two stage ‘optimal recast time’ abilities will mention this feature in their tooltips and will make use of additional text colors along their progress to ‘half-optimal’ and ‘full-optimal’ to show both proximity and to which stage.
• The inability to cause secondary effects will be taken into account when considering whether or not a spell can make use of a bonus in regards to TP consumption.
TP Generation:
Generally a Tier 1 cast is worth between 200 and 250 TP, and a Tier 2 cast between 300 and 500.
Quality of Life Changes:
Spell-chain: Casters can string together multiple spells. These will show as icons above a bar with a length in units of seconds. In default UI, the bar stays the same size as spells and their times are added, the seconds becoming smaller portions of the bar. This is to smooth out casting, help deal with latency, and generally make casting a bit less frustrating.
Direct Casting: The need to hit Enter or click on the target after selecting a spell can also be turned off. Modes include ‘Default’, ‘Always on Target’, and ‘Target When Locked’.
Other Drastic Changes to Caster Playstyle:
Players can cast while walking.
• This is primarily to increase the total options of cast strings without the obvious land-locking
• Walking refers to slowed movement speed, which is done automatically. “Walking” mode toggle is not necessary.
Time spent still somewhat decreases mana cost of spells. This follows a slow de-exponential curve.
• While not perfectly necessary, it’s a noticeable difference in mana-conservation in a long fight.
Time spent not casting slightly increases the effect of spells. TP slowly gained while targeted by an enemy.
• Returns some of the burst of casters in situations such as grinding and doing leves and adds kiting plausibility.
TP generated while out of combat to a maximum of 1000. Bonus will follow the first cast.
• Same rationale as above. Imagine something like casting Aero using Wind TP for increased range to start a solo fight.
Smaller Changes:
• Flare will be the only self-AoE. All other Self-AoEs have become target-centered AoEs.
• Blizzara initially has a low chance of binding any enemy other than the target or enemies within a half yalm of it.
• Some especially long Tier 2 spell recast times now have recast times fitting between the Tier 1 and Tier 3 of the same spell type.
• Many caster auxiliary spells changed out. **Haven’t finished them yet, but I plan to make them act through the different elements, such that relatively few abilities have a huge effect.
********************** I recommend skipping the rest ***********************
Exacts of Element Combinations
In addition to strategies like using Fire TP to expand Blizzara or Flare range or Ice TP to increase Thundara stun chance, there are certain exact mixtures of elements with unique effects. These will vary for different tiers but follow similar situations and niches of use across the two elements being combined.
Examples:
[**I can add the exact tables later. Pretty tired and I want to wrap this up. **]
Ice after Fire:
Enmity reduction. Scale is increased with the size of the Fire-type, and the reduction or redirection of enmity is caused by Ice.
Fire after Ice:
Attempts to spread your debilitating effects already on the target to those nearby at cost of the target’s debilitating effect.
Lightning after Ice:
Causes AoE damage. Animation of ice being shattered.
Ice after Lightning:
Magic defense down.
Earth after Ice:
Causes AoE damage. Animation of ice being shattered.
Earth after Lightning:
Stonera AoE range increased if targeting an enemy hit by a Lightning spell in the last 4 seconds. If Thundara fails to stun, Stone will attempt to stun again, at half Thundara’s stun chance.
Lightning after Wind:
Chance of spreading Lightning damage to an additional enemy recently hit by a Wind spell if the enemy is within 2 yalms of the target.
Wind after Fire:
Aerora repeats a percentage of the last Fire-type spell’s damage on the enemies hit by the Fire-type spell. Aero attempts to deal a large part of the last Fire-type spell’s damage previously dealt to the target as a DoT over 6 seconds.
Fire after Wind:
Aero bleed damage DoT increased by a percentage of Fire damage. Fira deals additional damage as if magic defense was reduced on units affected by Aerora dispels. Firaga deals increased damage to any enemy hit by Aerora.
Wind after Earth:
Aero deals a percentage of the last Earth spell’s damage to target if the previously affected enemy is within 2 yalms of the target. Aerora deals a percentage of the last Earth spell’s damage to the target and those around it if targeting the enemy hit by the Earth spell. This is possible for 4 seconds, with 1 second added per cast that takes advantage of it.
Wind after Ice:
Aero and Aerora act as if Wind resistance was decreased and critical rating increased on targets affected by your debilitating effects.
*********** Etc, etc. Sorry, been at this about two hours now. I'm out of it.*************
Gameplay summary: It's a lot faster, a lot more variable, a lot more fluid, and with a lot more small strategies. There is also now an actual reason for using other elements than Fire in AoE situations, Thunder for mostly single target damage fights, and even some added power to Ice through other elements. A lot of this favors classes over jobs, but I think Black Mages will still get a good amount out of this.
Last edited by Shurrikhan; 06-29-2012 at 07:29 PM.
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