
Originally Posted by
Shurrikhan
Jinrya, could you give me the short on each spell's situational usage for BLM? I have yet to level a BLM to 50, since I stopped playing casters after Conjurer's lost the elemental wheel and Thaumaturges lost the majority of their playstyle connection to lore (imo).
From what I've heard so far, it sounds like each spell type covers one purpose (Fire chain - AoE, Blizzard chain - slowing, Thunder - damage), and since damage is the only thing that doesn't run out of use, 80+% of casts are for the Thunder Chain. Is that approximately right?
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(To be replaced once I've heard what the playstyle is actually like)
If that's the case, the easiest increase to enjoyable variability would be to create either combo branching, rather than mere combo chaining, which seems helpful for just about any class, or to have a sort of secondary tier to combo-ing, a bit like turning the intentions of a series of spells. This would probably be done through another spell, though it should be one that's neither so commonly used as to be annoying, nor as unused as I hear many BLM auxiliary spells are. A pair of spells though, might be more appropriate.
For example, if you spammed Thunder for a minute straight, you could hit this spell and cast Blizzard, which would cause the target to take a chance at being stunned (slowing / debilitation being the basic 'intention' of Blizzard), based on damage taken compared to its health per second over the next variable (additional Blizzard casts increasing time?) duration.
The issue with that though would be that something has to keep track of the "spamming Thunder for a minute straight", which would likely require either another spell, or a passive Stance / Style type spectrum, (between Damage, Dispersal, and Debilitation so to speak).
Otherwise, one could play on that concept further by using a second spell (Element Soul / Resonance) enabling a larger, more powerful cast of a certain element available to them with the more effect that spell type has had while the spell was active. So, cast Resonance, stack a bunch of Fire-type spells while wiping out small mobs, maybe spreading debuffs along the way, perhaps even including spreading them onto the larger mobs, neglecting direct debuff defenses, though with a lower base chance. Then, use the first spell (Will of the Wheel / Intent), start stacking Frost-types on the boss, building up a Debilitation-type intent. [*This would probably also require that Frost spells could actually do more than merely induce Heavy, and that enfeebling effects in general were greater, with a larger number of total effects possible, with multiple tiers in source and niche.] Once the next wave of small adds spawn I use Fire-type spells, releasing my Resonance charge on Firaga, with the intention still on Debilitation, taking all the stacked debuffs from the boss, along with some frost magic and dispersing it onto the mobs.
*I'd still need to figure out how this would differ from Fire-stacking, Frost burst, etc.
**Honestly, just because there are exactly 3 primary spell types in use, it seems best that there would be three spells added, which should cover and/or replace most functions of the present auxiliary spells while actually being used (and fun to use at that). However, other than the niche (Intent above), and basic elemental type (Resonance above), I can't think of anything atm. Maybe something to do with style, between Power, Speed, and Defense? Idk. I haven't thought that far ahead in this overblown reply. I just feel like it should be 3 and 3. Kind of like a spell wheel with 3 points of view on what separates these 3 particular elements, and the 3 elements themselves in each. Just instinct though. Nothing solidified yet.
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*On the increased enfeebling ability of Frost-type spells mentioned before, I'd really like to be able to do something slow a boss's swing speed to keep a tank alive. But it should function in a different way than true "enfeebling debuffs", i.e. the difference between freezing someone's arm for a moment before the ice breaks and them being slowed exactly 30% for exactly 1 minute, the latter befitting a Thaumaturge far more than a Black Mage.
**I suppose the idea of Flame-magic being usable for dispersal would follow the same idea. Likewise, Thunder-magic perhaps being able to cause slight defense losses of its own, in an aggregate, non-absolute way (not as if by a rule), as mentioned above.