So is there any reason to cast flare?
Is the Cast time just too long?
So is there any reason to cast flare?
Is the Cast time just too long?
I believe the consensus is to only use Flare with like a bunch of CDs up and a Swiftcast. But even then there's a lot of discussion that it's not worth using even then aside from very specific AoE situations only because of its potency and that it drains all of your mana.(I've only been reading, so take it with a grain of salt)
Good day all
I apologize if this is known already. I know this was different in beta phase 3 though I'm not sure if it changed in Phase 4. Due to level cap I couldn't test this out.
I just came from the Gamescom today. I was playing a BLM vs Titan.
I've realized a little change in the thunder spells.
Due to level cap I couldn't test this out on thunder 3 but I am quite sure it's affected as well. I used my Thunder 2 and followed up with Thunder 1. After a while I've realized that if I cast Thunder 2 and hit with it, the normal symbolONLY appeared. (Note: I had not casted thunder 1 at any moment before)
While in beta phase 3, casting T2 and hitting with it should get thisup. Hitting with T1 afterwards should get up a different DoT symbol (T1 symbol). Each would have their own timer.
However in the gamescom it did not.
While hitting with T2, the T1 symbol came up with a duration of 21 seconds. Casting a Thunder 1 afterwards had "No Effect". Just "No effect". It didn't extend the time nor did it add some time or was a separate DoT.
I also tried to hit with T1 first and so I did. The duration was 18 seconds long. I've also tried to hit with Thunder 1 while the timer for the Thunder 2 was under 18 seconds. The outcome isn't surprising. The timer got refreshed to 18 seconds.
I didn't look for the potency however. Looking at it, it's clear that T2 is a lot more useful and that you can easily ditch T1. Same would go to T3. Get T3, ditch T2/T1.
Note
I DO NOT KNOW if this is certain and affects Thunder 3. I do not know if this was already known either since I had no opportunity to test this in phase 4. I also do not know if this was adjusted for the titan fight in the gamescom either. I also do not know if this is a BLM special which the THM doesn't have.
Last edited by Cherub; 08-23-2013 at 06:38 AM.
Flare seems to be a bit "off" compared to other spells.
Also, for Thunder debuff/dot.. they dont stack anymore. (I believe they stacked P3).
Thank you for clarifying. They indeed stacked in P3. So yea there is no use to T2/T1 once you get T3.
No elemental weakness will generally mean a more standard across-the-board spell rotation for high level mobs, and I agree it sounds a bit boring, but just looking at that doesn't take into consideration a few things.
First, a live scenario where we could be called on to sleep/bind mobs, buff the tank with Apoc before a boss special, or keep Lethargy/heavy on an enemy that needs to be kited. This is me just imagining but I'm holding faith in SE to bring out the best from each job and make use of each skill. Second, these rotations are constantly broken due to Firestarter and Thundercloud which really help to keep it from feeling repetitive. That and add on top the occasional Flare and Meteor (When we get to use it).
This is just my opinion but I feel BLM will be dynamic enough to keep us from getting bored.
Last edited by Majiek; 08-23-2013 at 07:20 AM.
Very noob question but I was just curious, Do you guys think there is anyway to put Scathe in a rotation that uses it effectively?
i use it when the mob is about to die as a finisher, or when i'm moving or have to interrupt my cast.
to answer your Q: to make BLM ='s THM+ACN.. you can pull skills from ARC if you lv. it.
hope that clears things up for you ^^
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