Hello,
Disclaimer: I have made sure to wait for the Summoners to get an official replay before I started this thread. Please, do note this is not a crying thread but a feedback one.
Please do keep in mind this thread is about BLM and not THM. Matter of fact everything that is amazing about BLM is solely because of THM. I also think this is a concern for the whole community and not just BLM players, as the design decisions that were applied to BLM might be applied to your favourite job in the future wither it is released already or not yet.
Lets have a look at the following spells which are the ones BLM get access to as they reach level 50:
1- Convert @ lvl 30:
"Sacrifices 20% of maximum HP to restore 30% of MP. Cannot be executed when current HP is lower than 20%."
I believe this spell was added for two reasons, 1- Flare, 2- when BLM normal rotation is effected by an outside source such as Bard mana song. I can see this spell being part of BLM lore and a good addition so I don't have anything against it.
2- Freeze @ lvl 35:
"Covers a designated area in ice, dealing ice damage with a potency of 20 and binding enemies that enter."
Possibly the very worst spell/skill in the entire game with no competition what so ever. Long cast time that does almost no damage and the bind debuff does not last more than a very short few seconds, what worse is the bind effect breaks as soon as the target is hit by anything. This spell does not have an actual good use in the game to the point many BLMs don't even have it on their bar. I tried to think of any good use, even in Garuda HM but why would I even use it when I can Flare the feathers as they spawn to no health.
I rate it -6 out of 5. Also keep in mind, almost all lvl 55+ monsters fully resist it.
What need to be changed IMO?
I think the dev team should stick to BLM being a nuking class and change the spell into a nuking spell under Umbral Ice III with guaranteed 3-5 seconds bind that actually works in Coil (with diminishing return of course). It will give us a good addition to our rotation and a good reason to actually stay under Umbral Ice III aside form just getting our mana back. I also suggest to have the targeting mechanics switched to Fire II method.
3- Apocatastasis @ lvl 40:
"Increases a Disciple of War or Magic party member's resistance to Fire, Ice, and Lightning by 30%.
Cannot be reused on an individual for 60 seconds from when the effect wears off. Cannot be cast on self."
A very wired support spell for a nuking class. However, that is fine, no one would mind..if it actually had a good use. From just reading the description, you would think Ifirit HM and to some extent ADS (very debatable as it seems High Voltage is actually physical damage and not lighting*). If this spell only had Physical res added to it..if only this spell actually meant anything in Coil...maybe it would have been acceptable for it to be a lvl 40 BLM spell.
0 out of 5 until the day tanks yell "nub BLM y u no Apocatastasis me before da boss kicked my ***" but even then...it is a spell that should have more to it than just tank buff (seriously why would you waste 2 min CD on anyone else except the tank if it had any use except maybe healers in danger).
4- Manawall @ lvl 45:
"Creates a barrier that nullifies two physical attacks."
BLM oh shit button. very powerful and very useful when BLM steal boss aggro. However, this spell is either bugged or something wired going on with ADS. If you know for a fact your group screwed up and High Voltage is incoming use Mana wall, it will cause High Voltage to do 0 damage and protect you from the debuff that comes with it. Which means 1- Hgh Voltage is actually physical damage which render Apocatastasis even more useless or 2- it is a bug.
5- Flare @ lvl 50:
This spell is the only spell in the entire list the represent what BLM is all about, destruction. BLM entire story arc is about destruction and powerful AOE spells, yet this is the only one we get which is absolutely wired.
I have 3 issues with it:
1- The tool tip tells you it uses all your mana, but it does not tell you the minimum requirement. Players estimate it to be around 250-300 mana. We should be informed if it is a % or a fixed number.
2- It does not scale with the amount of mana used to cast it, so burning 3k+ mana on it or just 300 makes 0 difference. It should scale better with the amount of mana used with it, even if it is a small difference so long it is noticeable.
3- The radius is the exact same as Fire 2, for a spell that is supposed to be the strongest AOE it is a bit underwhelming. Please do increase the radius even by 2 points is fine.
Please do share your feedback here and hope a dev notice it.
Thanks for reading and I apologise for any English errors as it is my third language.