Will we being seeing an improvement or reworking of the BLM job and abilities?
As it sits the current single target rotation works wonderfully on paper, but when it comes to actual combat, things start to fall apart. The rotation is so tight that most movement or mechanics causes quite a bit of loss to our damage. The timers and cool downs just don't mesh well with actual gameplay. Another thing to note is that random procs and the maintaining of Thunder results in an actual dps loss, which I think is highly counter intuitive. The AoE nerf is a smaller complaint, mainly due to it still being practicable. While I do enjoy a more challenging and engaging job, BLM has become almost undesirable to me in the wake of this expansion. I hope to see this issue at least addressed if not resolved soon.
OR play Chocobo Hot-and-Cold, as seen in FFIX?
(what the title says)
With the nerf to BLM's Flare spell, our AOE dps has been impacted significant, especially for short fights.
SMN's Deathflare has a 400 potency and doesn't reduce with each enemy, and not to mention INSTANT cast and 9mp cost,
so why is Flare significantly underpowered considering it is a spell that uses ALL of the MP pool and 4s cast time, shouldn't it be more appropriately adjusted?
Last edited by Poipori; 07-07-2015 at 09:35 PM.
I have so many questions piled up so excuse my post spam. Also I looked through the thread but I might have missed something and say it again.
Will we have more of Hildibrand and post moogle quests?
Can we have some minor adjustments to the craft menu? Like if crafting ingredient is a craftable item, can we have an option to move to this ingredient's recipe on a mouseclick? Or at least make the favorite list bigger. Search by keyword option can help as well.
Is it possible to get adjustments to the Crystal Tower raids? I personally liked them a lot and it feels such a waste to leave them in the past. Maybe rework them for 8 people or adjust it for current ilvl? At least put some decent rewards for it (tomestones of law?) so that people would still need to go there…
Becuase Flare can be spammed and Deathflare is on an effective 60s cd so the spells are not directly comparable. The only way Flare can get a potency similar to Deathflare would be put it on a 60s cd.With the nerf to BLM's Flare spell, our AOE dps has been impacted significant, especially for short fights.
SMN's Deathflare has a 400 potency and doesn't reduce with each enemy, and not to mention INSTANT cast,
so why is Flare significantly underpowered considering it is a spell that uses ALL of the MP pool and 4s cast time, shouldn't it be more appropriately adjusted?
On a smaller note can we have an “agro” sound and being targeted by a friendly spell different please? I main a healer and rarely get this sound as something good and I always jump a little when I’m on dps…
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