

Bard is already required in basically every fight if you're in a strictly progression based group and nobody complains about that.

I'm not quite as real a blackmage as you, but I do remember double casting flares all day, casting Aspir to replenish mana, then going back to double cast flares. Occasionally I'd cast an elemental spell if the enemy was really really weak to it.


exept the trouble that can come from this, is the blm will become mandatory and lead to only 2 slot left for all the other dps, if that will not create the same situation that we did seen in the V1 where some content was simply done with only BLM as dps.
1 actually; Dragon Kick, 25% Mantra, and the highest Damage out of all the DPS classes means Monks pretty much have a permanent slot to themselves.
I just hope that when we become real black mages in FFXIV that they make sure to add Pumice Pieces or something similar in the expansion. It'd suck if one of my ultimate spells, Doomsday, was unviable to use because it wiped my party when cast, so I at least need the option to tediously farm a chocobo minigame to make it viable.
Last edited by Krr; 12-24-2014 at 06:29 AM.
video games are bad



This will probably be lessened to some degree once we have enough jobs to allow actual overlap (read: wait for us to have enough jobs to warrant more than just MNK having an INT debuff). The fact it's mob debuffs involved does make me wonder if there's an alternative solution.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)


That's largely down to how the potency's were stronger on ice and thunder spells. If you were to equalize their damage, there would be a better balance towards using the right elements rather than favouring one spell over the others.
Even in XI the 'other elements' as you put it got plenty of use as you were progressing. Besides, if you wanted to be pedantic ice was literally the best spell because it's an 'INT' based element and a lot of casting gear which strengthened it also boosted this vital stat, not to mention ice was the main weakness of most XP mobs.
I was thinking more FFX or earlier games where enemies could absorb certain elements and were weaker to others. It encouraged more tactical play rather than spamming your strongest attacks. Right now, playing Black Mage is a no-brainer. You use the same rotation on everything. The same could be said of all jobs really, but a Black Mage should be the master of elemental damage not a pyro in disguise.

At first I thought that BLM was cool...but after playing BLM, its really just a ranged dps that uses magic instead of arrows. This game has a ton of room fro improvement, and they need to improve a lot with the job classes. Just like how i don't agree with how PLD work in this game, so to do I disagree with how they made BLM. I mean BLM are supposed to be bad ass. Now what I would suggest is maybe just having something similar to Crono Cross maybe, and change everybodies skills to have an element that adds to the field. IDK. it needs something because as of right now, BLm is really just a BRD with cool looking arrows.


Nobody is asking for pumice stones and things like that. Suggest better mechanics or things you'd like to see.
We have 6 tabs in our character menu and 1 of those is a dedicated resistance tab. We even have slashing, blunt, and piercing resistances. Should they just get rid of it? Leave it as is? What would people like to see?

I would like it to just be relevant. Whats the point of this tab when it means little to nothing in the way fights go. I just feel it does rpg's in general a disservice to not have elemental attributes affect fights. Like i said, whats the point of having a flaming sword that does no fire dmg?Nobody is asking for pumice stones and things like that. Suggest better mechanics or things you'd like to see.
We have 6 tabs in our character menu and 1 of those is a dedicated resistance tab. We even have slashing, blunt, and piercing resistances. Should they just get rid of it? Leave it as is? What would people like to see?
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