synaesthetic Posted May 2, 2014 Share #1 Posted May 2, 2014 As many of you know, I am a black mage. I play a lot of other jobs, too, but BLM's my main and I like chatting with other BLMs, talk shop or whatever. It's always nice to have folks help you with the theorycrafting. So recently we discovered that BLM should be getting some buffs to help with the major disadvantage of the class--watching our damage turn to suck on movement-heavy fights. I'm not entirely sure what Yoshida intends to have his team do to BLM, but buffs that help our loss due to having to dodge would really be great. I thought about what changes I'd actually like to see made to black mage (and thaumaturge, where applicable) even though these things probably won't be done by the XIV dev team. Though it'd be kinda cool if we did end up predicting them. Fellow Fire-spammers, what are your Black Mage changes wishlist? I'd be curious to know what everyone else wants to see the dev team tinker and adjust. My list of desired BLM changes: Firestarter and Thundercloud need to have their duration extended to 20 seconds. They should also be able to stack twice. These changes will give us a bit more tactical flexibility--do you burn your charges right away to maintain higher overall DPS, or save them up to quickly finish off an add, or cast while moving? Apocatastasis desperately needs to not suck and be useful. It's one of our Job abilities and it's completely worthless in its current incarnation. It should simply reduce magic damage taken by the target party member by 20% for 12 seconds--bam, useless cooldown is now useful. Scathe is pretty boring and also terrible for what we use it for. I suggest totally changing its purpose from being a hilariously inadequate way to try (and fail) to keep our DPS from sucking while moving, to being a more useful utility spell. Couple of points here: it should be put back at 120 potency, removed from the global cooldown and given a separate cooldown (4 seconds). The existing proc to double the spell's potency should be replaced with an additional effect that refreshes the duration of either Astral Fire or Umbral Ice. Being removed from the GCD means we can also toss it in while the GCD spins after expending a Firestarter or Thundercloud charge. Aetherial Manipulation is situationally useful, but it's also really fuckin' stupid. It's a clear example of Square trying to be too clever for their own good. Just make it a standard blink: AM should teleport you 15m forward, in the direction your character is facing. FOR REALSIES TELEPORT TOO, not this dumbass sliding-across-the-floor crap. Actual "disappear and reappear" teleporting! Manaward should get a bit of a duration boost; it's way shorter than Manawall's duration and the defensive ability lag in this game is pretty significant so... extending it to 30 seconds would be nice. Thunder line spells also need to get a bit of a rework. Thundercloud works fine, but we have very little reason to cast Thunder III unless we have a Thundercloud charge. I'm not exactly sure how to rework these, since if we were to increase the DoT potency of the higher-ranked spells, the lower-ranked ones would be ignored. Maybe someone else has ideas here, but basically I feel that they're kind of clunky. That's kind of all I can think about now. Would like to hear other folks' thoughts about things that could be done to make BLM better. Link to comment
Naunet Posted May 2, 2014 Share #3 Posted May 2, 2014 I have leveled BLM to 26; this means I am an expert in all things (ALL things), and my word is law. Firestarter - Too keep the effect more in line with its name, when under the Firestarter buff, the player will spontaneously combust any nearby players or monsters. Thundercloud - Player becomes despondent and if there are no other tall points in the vicinity, has an increased chance of being struck by lightning. Apocatastasis - Targeted player can now /tell while in dungeons, but only for 12 seconds, so you better plan ahead with your trash talk. Scathe - Instead of a damaging spell, when activated, the player will hurl auto-generated insults at the target. The generator still has some kinks to work out, so there may be some unexpected results. Aetherial Manipulation - Movement has been reanimated so that the player performs the Electric Slide to their targeted position. Manaward - Upon activation, player's mana is transformed into a defensive shell that will absorb damage equal to the amount of mana used. Player cannot activate abilities while under the effect of Manaward. Once the damage is fully absorbed, player must pester their BRD friend for manasong, all the while suffering chastisement from other group members for standing in the bad. Thunder spells - Sound effect increased in volume and may make dog-type monsters quake in fear. Link to comment
FreelanceWizard Posted May 2, 2014 Share #4 Posted May 2, 2014 So, in seriousness... Bear in mind that I'm no high-end raider; L'yhta is a 50 BLM with Stardust Zenith, but I typically only spend my time in 4 player content. I like all of your ideas; let me propose some as well. I agree that Firestarter specifically needs some work (Thundercloud is something I view as a "nice when it pops, but don't rely on it" kind of thing). One thing I'd like to see with it is more predictability. Instead of a flat percentage chance of the effect procing, perhaps it's a buff that stacks and decreases casting time and MP cost (and maybe increases crit rate and damage) to a minimum of zero at 3 stacks. That way, you always know when it's coming up and you can make tactical decisions about when to use it. Regardless of the solution, though, it needs to address the two weaknesses of the current trait: unpredictability (eliminates tactical options) and movement dependence (can't proc if it you can't cast due to dodging, which lowers net DPS over time). Scathe is terrible. On my hotbar, it's relegated to one of my least used keys (Alt-8), and I basically only use it when something is almost dead. I don't know how to fix it, frankly; I don't want to see it end up like the Shocks and other off-GCD instant effects WoW has. I would almost suggest replacing it with a different Final Fantasy spell that would have utility for BLMs. I'd suggest something like Osmose, but that basically becomes a cut-rate Energy Drain. Perhaps it could be turned into a finisher -- low potency on most targets, but very high potency and high crit on targets below 20% HP. Aetherial Manipulation isn't even on my hotbar. It's cute, but altogether useless. I love your idea of a "instant teleport in the direction you're facing" -- there's a lot of times (hi, Titan!) where that could be a real lifesaver. As for Thunder, I would just make all versions of it have the same casting time and give each one some other effect to make the lesser versions useful. One could even rebuild it along the lines of the Fire line; Thunder I can proc Thundercloud, Thunder II is an AE DoT, and Thunder III does a lot of damage but is wildly inefficient outside of Thundercloud. All in all though, IMO, the great weakness of the BLM is the inability to predictably deal damage while moving. SMN gets around this with their DoTs and pet. ARC and the melee DPS can attack while moving. If BLM isn't going to become a DoT or pet class (and I don't think it should), it needs to either have more ways to attack while on the move or (reliably) do far more damage when it has an opportunity to cast. Unfortunately, just jacking up the Potency of all the abilities isn't a viable option, since that would make BLMs overpowered in content where mobility isn't necessary. Admittedly, though, it would be quite fun for BLMs to be the glass cannons par excellance -- hit them and they go down quickly, but when they're up and can cast, no one can outburst them. Link to comment
Kage Posted May 2, 2014 Share #5 Posted May 2, 2014 I can reliably do a decent amount of dps when I'm able to Tower DPS with fights like say Twin (AND I DONT GET LIQUID HELL' D 3 TIMES IN A ROW) But Titan? Especially Extreme? I end up doing more harm than good and the only useful thing I got is Manawall to lure that LS and pop that LB at 3 o clock. Manaward definitely needs a small timer buff. Things I need better uses of or I need to be better BLM Apoc: Give me a good reason to use it. I don't ever register it. Aetherial Manipulation. Its on my hotbar but I have no real clue how to use it. Even with a mouse over macro. Surecast: I just... At end game I don't really ever use it. If an attack like twin's fireball is coming I just start casting again. Give Thundercloud and Firestartera higher probability of proc? I just... Hearing about how horrible T6-9 is for BLMs I was happy to hear that I could be tank buddy and PLD it up with my group. I like BLM but a whole coil set of turns that makes being BLM a bit hard? No. Link to comment
No Longer Exists Posted May 2, 2014 Share #6 Posted May 2, 2014 Hiya! In the interest of promoting useful black magery, I'd like to go point by point here and then wrap it up with some things I do to keep the DPS going as best I can. Firestarter- I never have an issue with it's pop up. Usually I can get a barrage of fire spells going that has two (sometimes three) freebie firestarter fireballs in the mix. If it gets a buff to its RNG pop, that'd be kinda sweet but I don't see a need to alter it. There duration is perfectly fine too, but sure it would be better if it was longer. I've been able to combo up a few things before letting loose the firestarter fireball at 1 second. Thundercloud really depends on your use of the thunder spells, so if you're not using them then it's not going to pop up much. Sometimes, unlike Firestarter, it will pop over and over again which can really skyrocket your burst DPS. Scathe isn't so bad, it can mete out sustainable DPS well every once in a while when you need it or save some MP by finishing off an add. Is it really special? Nah, but it does the trick for an instant bit of damage. Apocastasis - if you use it, it's helpful. I never use it so I wouldn't mind something else entirely. Aetherial Manipulation - Hehehehehe, I call it "HUUUUUUUUUUUUUGS!" cause that's what it looks like. Use? None. Like evasive jump for Dragoon, I've only made it successfully function once or twice if I'm lucky. Manaward and Manawall - If you stagger them properly, their cooldowns aren't too bad. Manawall is more of an "oh s--t" button than part of a chain for me. When used in conjunction with Physick (available for BLMs from ACN) it gives you some quick safe healing to keep in the fight. Manaward has a shorter cooldown and shortening the cooldown on it seems like an exercise in god-modding. No offense. Now then, here's what I've found for boss fights. Someone may have a much better rotation, but I like it and it seems to get the job done just fine. Battle Start - Repeated Fires for Astral Fire build up. Fire 3 off the bat is just a waste of time and mp unless it's a firestarter freebie. Tax down your MP to near 100 and if you've got a firestarter popped at the end, save it. Ice 3 with that 100 MP and then after the first MP rejuvenation, launch Thunder 3. It'll finish off at the end of your full MP rejuv at which point transpose and either release the firestarter freebie for auto-astral fire 3 or restart the fire spell cycle. Repeat. With decent spell speed, it doesn't really affect your dps to stick and move some and if you have to cancel a spell by moving, swiftcast it or manawall and cast it anyways. It's a simple and dirty rotation and with the way I've geared Galen, his crits are pretty constant and impressively powerful. Also, ARC's raging strikes is a great quick-tap when you've got a firestarter freebie lined up at the end of your rejuvenation from ice 3's umbral ice 3. Pop raging strike, unleash fire 3 and go to town with fire 1 spells. I've zenithed the stardust rod and I'm sitting at i87 right now, but like I said. This works for me. For mobs, three fire 2s and a flare, transpose, freeze spell drop, wait 2 seconds for full rejuv and repeat. Cheers! -Black Hat Link to comment
synaesthetic Posted May 2, 2014 Author Share #7 Posted May 2, 2014 My single-target rotation: Engage target > Blizzard III > Thunder III > repeat Fire; if Firestarter, Thundercloud proc then use > if MP less than/equal to 800 then Blizzard III > Thunder > goto repeat Fire If you open with Blizzard III, then the MP cost and cast time of Fire III is not an issue, and you can start with Thunder III and get all of your MP back, so you can start repeat-casting Fire with nearly full MP. This parses higher than building AF3 through Fire casts alone and gives the tank a bit of a threat "lead" that opening with a Swiftcast Fire III does not. Link to comment
Kage Posted May 2, 2014 Share #8 Posted May 2, 2014 I've been going in between the start if the rotation aka do I lead with Blizz 3 or Fire 3? Or Thunder 3? I decided to do F3>T3>F1>If Firestarter proc or If Thundercloud then use asap > if less than 800 Blizz 3 (I've run into several times where I fuck it up because I want to squeeze that one last fire and I get 64 MP) > T2 > depending on tick Scathe > F3 Aoe I just do F3>F2 until about 400 mp > Flare > Convert > Swiftcast> Flare > Transpose. I usually get 2 Fire2 after transpose before I flare again. Insert Raging Strikes I don't like how reliant I am on scathe in dance fights. Give me more Twintania fights where I can be #2 on aggro table when there's no OT Link to comment
synaesthetic Posted May 3, 2014 Author Share #9 Posted May 3, 2014 I see a lot of BLMs start with Thunder III or Thunder II and then move to Fire to build AF charges or using Fire III, but I don't consider this optimal because it reduces the number of Fires you can cram in before you need to enter your recovery phase. With my rotation, by the time Fire III actually casts, my MP has ticked back up to full or nearly so, and I'm casting Fire III at half cost (due to Umbral Ice III) and double speed. Depending on the situation, if I enter my recovery phase with enough MP, I'll refresh Thunder III, but if I happen to go too low, I'll use Thunder I, then Blizzard, then Fire III when MP reaches full. As for using Flare in your single-target rotation, do so only when Convert is available. You can even double Flare with HQ Mega-Ethers. Like so: Blizzard III > Thunder III > Fire III > Fire (repeating/using procs) > at MP >300 Swiftcast Flare > HQ Mega-Ether > Flare > Convert > Fire > Blizzard III > enter normal rotation. This way you actually get to use Flare in such a way that your DPS doesn't crater because you had to use Transpose and your recovery phase lasts two or three times as long as it would if you got UI3 immediately from Blizzard III. I typically save this for when I need burst, like when trying to push the boss into the next phase or when you need to quickly burn an add down. Link to comment
KitKat Posted May 3, 2014 Share #10 Posted May 3, 2014 Firestarter should allow 2 stacks, same timer. You can save the two stacks in the event you will need a burst soon (such as T6 bulbs and Leviathan's caster adds). This also prevents the wasting of a proc when you get a proc but are midway through the next Fire cast already (which would also proc, wasting the first). Surecast should allow any spells cast for the duration to be cast while moving. Those two things would improve BLM probably enough to bring it up to par with other dps. As for Aetherial Manipulation, it's not worthless. It's actually great. For instance, in Leviathan Extreme, you can use it when he slams to start your rotations before everyone else has even recovered from the slide. That is huge for you, due to longer cast times than everyone else. It also allows you to finish a cast you might otherwise not have time to cast and dodge aoe. Thunder is fine. I wouldn't complain about a slightly shorter cast time, though. Scathe could use a boost to its potency. The idea that it replaces the chance of double potency with a chance to refresh Astral Fire/Umbral Ice is a good one. Apocatastasis is my least used skill. It really needs some work. Freeze is sort of fine, but I would like to see a change. I'd like it to leave a patch of ice like the Chimera does. Maybe give it a light dot and a light Heavy for anything in the patch. _____ As for rotations: Swiftcast-Blizzard 3-Thunder 3-Fire 3-Fire (using any Thundercloud/Firestarter procs)-Blizzard 3-etc Link to comment
synaesthetic Posted May 3, 2014 Author Share #11 Posted May 3, 2014 I've found that using AM in Leviathan EX to escape the body slam is... well... rather iffy. It's probably due to the game's positional update delay, but a lot of times I've used AM, moved across the field to the upper section next to a healer or something, but I still take the damage from Slam. The upside is I don't get dumped in the ocean, though. So there is that. AM isn't useless, no... I've made some good use of it on Titan EX, Twintania, breezing past briars on Raffy... but I feel it'd be a lot more useful if it were just a forward-firing blink spell. Having to macro it in order for it to be really useful (not to mention the whole positional lag bit) makes it rather silly. Surecast preventing interruptions while moving would make it incredibly useful for basically everybody instead of just marginally useful for healers. I would totally support such a change to Surecast, because right now I use it for... casting Succor when I get targeted by Twintania's fireball. That's pretty much it. I don't use it on BLM at all except when casting Flare without Swiftcast on trash mobs that may be hitting me. Link to comment
KitKat Posted May 3, 2014 Share #12 Posted May 3, 2014 You don't use it to escape the body slam. You dodge like normal and then use it as you start sliding to recover way faster and start casting earlier. Link to comment
synaesthetic Posted May 3, 2014 Author Share #13 Posted May 3, 2014 Oh... that works? I never tried that. Link to comment
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