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Thread: Black Mage

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  1. #1
    Player
    Remedi's Avatar
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    Feb 2014
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    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Galvuu View Post
    because you need a Refresh and stuff like that.
    Speaking of which don't we think that they should rework Mana shift into something comparable to refresh in some way?
    (0)

  2. #2
    Player
    Galvuu's Avatar
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    Jun 2017
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    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Remedi View Post
    Speaking of which don't we think that they should rework Mana shift into something comparable to refresh in some way?
    Mana Shift would be much more interesting has a long cd (150 or 180s long) that could give someone like 60% or 90% of their mp or something.
    This would give a niche compared to Refresh- Refresh would be something you use to naturally combat the exhaustion of resources over the course of a long fight (for the whole party, but primarily healers) and Mana Shift would be a key cd to recover from death (healer died without Lucid Dreaming or a ton of deaths and he ran outta mana? Give him the mana back). Don't think there's any point in Mana Shift costing mp for the user either (Refresh is free).
    Also synergises well with dps raises (they can raise and recover the resources if needed).

    BLM has no raise, so it's less of a boon for them, but still nice. It would also mean you don't need to wait for a mana tick to use it, which is helpful on its own.
    (2)

  3. #3
    Player
    Remedi's Avatar
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    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    I think it's because you have a max amount of posts/day, that said while the possible dps comps are that much the reality of things are much different in which the double ranged comp is king, you could consider SMN + ranged and triple melee as competitive too if you wish but we are still far away from 126
    (0)

  4. #4
    Player
    Komaru_Tatoro's Avatar
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    Jul 2015
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    87
    Character
    Komaru Oyabi
    World
    Hyperion
    Main Class
    Black Mage Lv 90
    i manage to join a fresh ult baha practice this past weekend as blm and do find one of a previous poster mention to reduce aerial manipulation to 15s or 20s correct/or is right. sure, as a blm baiting liq hell is a nono, hell even i see rdm might have it rought compare to brd/mch/smn but anyway as blm doing any other mechanics during twintinia, with that lower cd for aerial mani, it will give the blm a qol change to be able to stack for fireball easier.
    during the practice i was basically using aerial mani for the first twister>fireball stack then triplecast sprint for the 2nd as for the first portion of twin. the 2nd portion of phase of twin wasnt that hard, just boil down to saving triple for generate/twister (2nd generate). i didnt get to see the 3rd phase as ddos lag and every1 is fresh learning couldnt keep up with mechanics to survive til the last portion/phase of twin.

    just asking those who have done ult baha as blm, what they think of the reduced aerial mani for that fight?
    (0)
    Last edited by Komaru_Tatoro; 11-21-2017 at 04:19 AM.

  5. #5
    Player
    BlackcatChen's Avatar
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    Aug 2015
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    37
    Character
    Blackcat Ofillomen
    World
    Gilgamesh
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Komaru_Tatoro View Post
    i manage to join a fresh ult baha practice this past weekend as blm and do find one of a previous poster mention to reduce aerial manipulation to 15s or 20s correct/or is right. sure, as a blm baiting liq hell is a nono, hell even i see rdm might have it rought compare to brd/mch/smn but anyway as blm doing any other mechanics during twintinia, with that lower cd for aerial mani, it will give the blm a qol change to be able to stack for fireball easier.
    during the practice i was basically using aerial mani for the first twister>fireball stack then triplecast sprint for the 2nd as for the first portion of twin. the 2nd portion of phase of twin wasnt that hard, just boil down to saving triple for generate/twister (2nd generate). i didnt get to see the 3rd phase as ddos lag and every1 is fresh learning couldnt keep up with mechanics to survive til the last portion/phase of twin.

    just asking those who have done ult baha as blm, what they think of the reduced aerial mani for that fight?
    I use Triplecast on the first twister > fireball because it lines up naturally with your opener anyways. And I use Swiftcast and Between the Lines for the second. For example: (B3 > Eno > T3 > B4 > F3 > Triple > F4 > Pot > F4 > Sharp + Manaward > F4+Stack for Fireball+Ley Lines > F1 > F4x3 > F3P + Convert + Spread > F4 > F4 > Swift B3 + BtL/Stack for Fireball > Foul > T3 > B4), and you can have that Swiftcast in a slightly better place if you get a proc.

    I use Sharpcast to get an instant for all Generate > Twister sets, you only need a single instant for those. And then I use Triplecast on the first Double Generate > Fireball, and Swiftcast on the second. Just in case I get the targeted Liquid Hells.

    Aetherial Manipulation isn't actually needed on Twin or Nael at all really. Maybe in Nael for the last fire in if it was Raven's Dive > Chariot. I think I've been doing that sometimes.

    For the first potential Chariot > Holy Puddle, I use Sharpcast, Swiftcast, and Between the Lines. For the second potential Chariot > Holy Puddle I have Triplecast back since I precast it some time in the middle of Heavensfall so that it's back up at that time, and so I don't have to hardcast B3 to get my astral/umbral 3 back. And Sharpcast + Swiftcast should come back up for Raven's Dive > Chariot. So most of pre-divebombs is covered by your CDs pretty well, the only issue is when you have multiple Holy Puddles to dodge, and the slidecast timing isn't quite right for it, you can lose uptime there. I really should map out post divebombs better, I kind of just wing it right now.

    Trios phase is just use Triplecast/Swiftcast to get back your astral/umbral 3 easily since all mechanics are done untargetable anyways. We haven't had time to raid so I haven't really even seen trios phase much less past it. Twin+Nael is probably pretty similar to Twin's double generate rotation. And in Golden Bahamut you would probably be saving instants for Exaflare, I don't think anyone is brave enough to Aetherial Manipulation during Exaflare.

    So no, I disagree. Aetherial Manipulation really doesn't do much in that fight, except for maybe stacking for Nael fire ins.
    (1)

  6. #6
    Player
    Komaru_Tatoro's Avatar
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    Jul 2015
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    Character
    Komaru Oyabi
    World
    Hyperion
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by BlackcatChen View Post
    snip.
    ic, yea i thought about delaying my LL from the opener to use as another option for movement to stack but didnt get to try.

    but yea, so far i dont see blm having really that much hardship outside of actually finding pug pf willing to accept blm for practice in ult baha.
    (0)

  7. #7
    Player
    Llugen's Avatar
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    Feb 2014
    Location
    Ul'dah
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    696
    Character
    Zera Vyre
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    Friggen people up in here keep saying "BLM should be the SAM of casters" when really what they mean is that SAM should be the mfing Black Mage of the non-magic jobs /gg

    But seriously though, looking at mechanics management alone, that is MORE than enough reason that BLM should be the highest single damage class in the game. This includes AOE damage which it is currently outweighted by SMN by quite a bit as well. Here, there should be a potency increase but also Freeze giving Umbral Hearts and damage increase for Flare that uses all three hearts.
    (0)
    Last edited by Llugen; 11-21-2017 at 06:17 AM.

  8. #8
    Player Dualgunner's Avatar
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    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Llugen View Post
    But seriously though, looking at mechanics management alone, that is MORE than enough reason that BLM should be the highest single damage class in the game. This includes AOE damage which it is currently outweighted by SMN by quite a bit as well. Here, there should be a potency increase but also Freeze giving Umbral Hearts and damage increase for Flare that uses all three hearts.
    I still think the damage dropoff is dumb for Flare. I could understand that nerf for Holy, but Flare definitely didn't need that kind of nerf back in HW.
    (1)

  9. #9
    Player
    Komaru_Tatoro's Avatar
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    Character
    Komaru Oyabi
    World
    Hyperion
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Llugen View Post
    Friggen people up in here keep saying "BLM should be the SAM of casters" when really what they mean is that SAM should be the mfing Black Mage of the non-magic jobs /gg

    But seriously though, looking at mechanics management alone, that is MORE than enough reason that BLM should be the highest single damage class in the game. This includes AOE damage which it is currently outweighted by SMN by quite a bit as well. Here, there should be a potency increase but also Freeze giving Umbral Hearts and damage increase for Flare that uses all three hearts.
    ikr, in most of the ffxiv cinematic, its always blm that are the nukers. you don't see samurai in there as fighting the wall
    (0)

  10. #10
    Player
    Llugen's Avatar
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    Feb 2014
    Location
    Ul'dah
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    696
    Character
    Zera Vyre
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    Other than flat potency increase, I don't really know how else BLM could get more AoE damage. I really (really really) like the freeze suggestion that was made and that I tweaked before ("sub-zero"proc at zero MP i.e. after Flare that lets you cast freeze for 0 MP and gives you full stack of Umbral Ice, at level 68 also grants three Umbral Hearts), as that would tighten up the rotation a great deal and remove the need for a slowcast Fire III every cycle. Between that, stacking Thunder dots, and increased damage for Umbral Heart consuming spells, I don't see how else BLM damage could increase outside of just flat potency gains.

    The "falloff" should really be reduced to be less harsh for both Flare and Foul.
    (1)

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