realistic blm improvements

Blackchaoshero

Has Seen the Light
Adventurer
Joined
Jan 12, 2005
Messages
1,585
Age
39
Location
Peg City
Nation Banner
Windy
Main Job
BlackMage-Male
Secondary Job
Monk-Male
Server
Quetzalcoatl
Linkshell
~Retired~
FFXIV
Darkdominion
you could skip till the ***** if you want to save yourself some time.
i quit the game about 6 months ago. recently i found myself really bored irl so i decided to log in and see if i could make myself regain interest in the game. Now that i'm back my two job choices of monk and blm seem regrettable. they both kinda seem to well... blow comparatively to similar function classes these days. monks with really pimp gear look like they're falling behind other jobs at a pretty alarming rate. even blackbelt monks are getting put away by other melees with far less painful-to-attain gear outparse. and lets face it, blm has been a joke for a long time now. oh, we're useful in our role on the monsters we can fight. but we can't merit for jack and really, we get out-shone by lots of jobs at lots of things.

I wanted to try and think of improvements to make blm a more competitive class (or at least capable of meriting efficiently) and one idea lodged in my head so approve or debunk so i can stop weighing it over in my head.

Blm is limited by 2 things, Enmity and MP. blm rule, you draw hate, you die. most other jobs either do dps which draws less/more manageable hate than blm's spikes of damage or int he case of smn have no enmity issue. the dps jobs also have better evasion and usually ninja sub to offset hate-related deaths.
MP is a big drawback. considering mp limitations a blm can't usually sustain a chain of more than 20-25 accounting for good conserve mp and aspirs.
************************************************

so my idea... finally,
Why not cut our mp costs? i don't mean some retarded conserve MP boost or something. i mean lower the cost of our spells considerably. we still have to operate under the normal limits of enmity on big fights and with that in mind we really wouldn't be greatly improved for those situations, on the contrary, we'd have to be more careful not to pull hate within one round of mp. what it would help is meriting and soloing. less mp per kill would make comparable chain numbers to a melee party plausible.

input?
anyone else have any good ideas? trying to exp on blm is just plain disheartening.. melee consider the best of blm exp numbers bad exp these days. </3 for SE
 
Merit isn't really a great way to rank HNM usage of jobs. BLM is still really powerful and there's more ways to get refresh in the game than before. If you're having trouble with pulling hate, find out more ways to get your tanks to the hate threshold faster and better or make a damage down set for when you do pull hate and lose it through taking damage.

BLM is still really powerful for solo and HNM and Mnk "nerf" is really sort of exaggerated.
 
I dunno, I kinda like the idea. Even a 20% reduction to spell costs would help meriting a ton and not affect too harshly the realities of HNM fights using BLM.
 
Blm are overpowered in just about any event where you want/need more than a single pt. Gotta pay for it in exp lol.
 
Blm are overpowered in just about any event where you want/need more than a single pt. Gotta pay for it in exp lol.

I keep telling him this, but he doesn't listen.

The strong merit jobs are mostly useless in most events. Except the support jobs (WHM, BRD) and NIN.
 
Blm sucks for merits? Damn, I thought the 9k/hr I got solo was decent. That's about what the average melee merit party gets, and I don't have to spend 2 hours waiting on everyone to get to camp for a 1 hour party.

Manaburns are as good for exp as the average melee party, and they normally keep going with less than 6 people for about the same exp when someone decides to leave, getting a replacement when they can. Manaburn parties can go on for several hours, it's rare for a melee party to last more than 2 hours.

But MP limitations and melee got so much from ToAU and blm got nothing blah blah. Look at what blm has got to help fix their limited MP since ToAU came out: Yigit Set, Grandoise Chain/Beak Necklace+1/Phi Necklace, Qiqirin Sash+1, Invigorating Cape, Antivenom/Rapture Earrings, and the cakes that came from the last update (cheap 3 hour hMP+6)

And how many other jobs can solo the stuff that blm can? Aura Statues, Dahaks, everything in sea that's not a NM. Blm can chain damn near everything VT-IT in the game that isn't immune to sleep.
 
While people addicted to 40k/hr nonsense (that didn't exist at ALL a little over a year ago, mind) may find 8-10k an hour solo unacceptable, I'm more than happy with it. Try griping about it to any career Beastmaster, and just see how easy it is to dislodge that axe from your skull.

I suppose I could say the only REAL wish I have is for more viable black mage solo spots to be implemented ... something to draw people out of that one ebony pudding camp in Mt. Zhayolm, and lessen the crowds a bit.

At least do something to wisen people up to wamourcampa AoE burns, which are not only much more fun, and comparable exp-wise to single-pull, "chain 10+" pudding burns ... it frees the limited pudding resources up for soloers, who can make much more effective use of them. The absolute BEST, most-efficient mob for black mages to solo for experience in the game are those puddings ... the same is not true when you decide to get 5 black mages and a bard. For some reason, though, we all seem a bit too lazy to move on those occassions that we team up ... thus, we force the soloers to the wamouracampa themselves, who will have much slower going with them.


I'm hoping very much that Wings of the Goddess introduces a few zones that are as close to black mage heaven as is Mt. Zhayolm. We've all been banished there, and it's getting a little crowded. T_T
 
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At least do something to wisen people up to wamourcampa AoE burns
Shhh, don't tell people about those. I enjoy killing 6-8 of them solo all at once with sleepga and thun/blizz-aga 3. 2500-3200 exp every 15 minutes is hard to do when there's blms at my good camp.

ps - It takes enfeebling merits and gear to get away with doing it solo, and I still die when I get careless or greedy. Gimp blms stay away and stick with your 6 person pudding manaburns with level 72's getting 6k/hr.
 
i just think its sad that everyone thinks their favorite job has to be superior to everything else or it's stamped with the "gimp" tag. monk and blm's weak? yeah right. you guys were part of the kings of cannon parties lil over a week ago. your paerners being the warriors. the new update has given the overlooked jobs like sam, drk and drg a time to shine again.

but where does that weaken monks? your dmg didnt get nerfed or anything. my monk is only 62 and i have some of the best gear avalible. i still make pld tanks feel they suck at their job cause i pull hate with almoste every raging fists. the only thing i can think of that sux is that monks cant use grips. but then again given their superiority at the time SE probably didnt feel like they needed one. your jobs are still powerful (especially blm). just get it out of your head that cause of the new dmg numbers of 2 handed weapons that you're falling behind.
 
MNK's only real purpose is meriting and salvage. BLM is weak in merits, sure, but it's a pretty vital job for most HNM strategies.
 
Your idea about spell reduction cost does sound like a great idea DD. At least for BLM it is still possible to go solo Wamoura's or duo on Puddings. Maybe if there were more solo spots would be a nice addition as well.

I will admit that BLM is by far the most easily afk-able job in the game. Cast a nuke go afk for a few mins then come back rinse and repeat. Hell it's what I did most of the time in end-game stuff. Also probably I would eventually pass out during events most of the time.

Nothing like throwing out a 1200dmg nuke then leaving and coming back screaming to the Alliance "WUT!?! I DEED MAI PAWT!"

>_>;
 
Leave BLM alone.

Just give it some new, marginally better gear in WoTG end game then leave it there. It's finely balanced now between overkill and gimp, any serious changes are going to push it too far to one side (unless all jobs undergo a similar change.)
 
i think that all he wants is a better, more efficient way to solo or manaburn, because blms have to rest and thats bad downtime ;;
 
i think that all he wants is a better, more efficient way to solo or manaburn, because blms have to rest and thats bad downtime ;;

It's only bad down time if you suck, it's not hard to get chain 5 if you're conservative and inteligent about MP use.
 
Blabj said:
It's only bad down time if you suck, it's not hard to get chain 5 if you're conservative and inteligent about MP use.

What he said.

I think we just need one more flan camp somewhere and all our problems would be solved.
 
Blm are overpowered in just about any event where you want/need more than a single pt. Gotta pay for it in exp lol.

QFT

I don't see how you can complain about blm being too weak when in so many endgame fights you can judge how well the group will do based on how many blms they have, sure they can win without blms but you know it's going to be a much longer, harder fight. Personally I'd love it if they gimped blms a bit so I could finally retire mine but that probably isn't going to happen anytime soon.

and exp on blm certainly isn't very hard, more like smash my head into the screen boring and ya it's no 40k per hour cannon but a consistent 8-12k per hour if you're solo or in a PT and it doesn't really matter much.

complaining about mnk being weak makes me lol, you're still easily one of the top mele DDs in the game, so maybe you've got a little more competition than before and you wont always get invites just because you're a mnk and the other person is a sam now it'll be more about who is better equipped and what do you plan to fight.
 
Gimp blms stay away and stick with your 6 person pudding manaburns with level 72's getting 6k/hr.

Well, 6k/hr is a bit of exaggeration in so far as how bad it can get. The worst manaburn I ever had at that camp was about 9k/hour. The best was about 14-15k/hour, and it could have been even better if I had kicked 1-2 members who were not up to snuff. (My Elvaan BLM should not consistently outdamage a taru by 20%. My BLM gear is down-graded from very good to just decent since some of the new stuff is available.) If 6k/hour has been your experience at that camp, then I can only imagine your frustration with the rest of the pt.
 
complaining about mnk being weak makes me lol, you're still easily one of the top mele DDs in the game, so maybe you've got a little more competition than before and you wont always get invites just because you're a mnk and the other person is a sam now it'll be more about who is better equipped and what do you plan to fight.

No, it's one of the top melee DDs in EXP.

EXP isn't the game. Either play the job and find out first hand it's many faults, or shut the fuck up about it being "top melee DD." BST, for example, is the top melee for a better portion of the early part of the game. More so now than ever before. Just because you're great at filling pink bars doesn't mean you're great at anything else, or even useful.

WAR, SAM, and THF are your top melee DDs. Why? Well, not only are they good at filling said pink bars. They actually get to hit everything else in the game with their weapons, and not with some oversized glass marble that does pathetic damage every 3 minutes. Sure, we could melee. We'd do great, infact. But unfortunantly for us, SE just keeps adding more and more TP moves that are incredibly dangerous as a way to make Utsusemi not-so-invincible. Which just results in forcing it as a requirement even further, and removing fast melees as a useful source of damage from these fights. I'll take slow EXP gain over sitting on the sidelines for the remaining parts of the game any day.
 
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