realistic blm improvements

I think my blm is fine...what I would like is for my bst to not get raped repeatedly by rabbits all the time. /sad... :mad:
 
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I think my blm is fine...what I would like is for my bst to not get raped repeatedly by rabbits all the time. /sad... :mad:

Rabbit humping is hot.

Ya'll almost make me want to go xp my BLM. >_<;
 
Blm is fine. 9k an hour solo? That's awesome. I remember the days where solo'n 2.5-3k an hour on elementals in sky was the bomb-diggity. What sucks is that it is not useful in traditional end-game merit parties. What I enjoyed most about Blm was the symphony that resulted from great teamwork, resulting in skillchain>burst. I know that I was lucky and levelled Blm in an incredible static where I could close my eyes and play by sound. Anymore, the art that was the skillchain and MB is lost. Even if you can find a normy, chances are they don't skillchain or execute it poorly. Oh, and I walked to school in the snow uphill, both ways too, and I still think things were better in the old days!
 
Blm is fine. 9k an hour solo? That's awesome. I remember the days where solo'n 2.5-3k an hour on elementals in sky was the bomb-diggity. What sucks is that it is not useful in traditional end-game merit parties. What I enjoyed most about Blm was the symphony that resulted from great teamwork, resulting in skillchain>burst. I know that I was lucky and levelled Blm in an incredible static where I could close my eyes and play by sound. Anymore, the art that was the skillchain and MB is lost. Even if you can find a normy, chances are they don't skillchain or execute it poorly. Oh, and I walked to school in the snow uphill, both ways too, and I still think things were better in the old days!

What I wouldnt give for a good old SC+MB party again ; ;. Screw your billion xp an hour parties, its boring and you all know it. It was fun for melees, blms, smn if they know what they're doing; it was just all around awsome.

Personally I think if Blm were to get a buff(or w/e you want to call it) I would like to see a raise to the damage curve to mobs based on level. Right now I can do the same amount of damage with T4 on a ronfar bunny that i can do to an IT(depending on the mob more or less.. damn princes switching positions at the wrong time...) Yet if a melee job hits the same bunny they hit for way more then they hit an XP mob. So then they take that and beat the tar out of T's/VT's since theres more damage and less HP to the mobs.

I also think its kinda funny that Blms have to "suck it up" for xp since we're so wanted for HNM. I guess its cause of all that sweet gear we get from HNM/Gods/Kirin... /turns around. Oh shit I lied! We dont get a whole ton of stuff from them, its melee jobs that get blown. Thankfully there's more gear from things like the new Aht Urghan HNMs and the Jailers... /does a 180 degree turn. Oh shit I lied again! We dont get anything worth a damn from them either. Soooo why do blms have to waste time at HNM again?
 
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95% of the nukes to today's JoL was of the same element.
Worked like a charm from start to end.

What was that "nerf" again?

You're a moron. I wasn't talking about that. Raubahn in the final ToAU mission has code where if he takes a majority(more than half during 2/3s of the fight) of either melee, range, or magic damage, he's immune to that type the remaining 1/3. Sure, he reraises between thirds, but it doesn't seem like it'd be hard to implement a similiar structure to a single defeat for regular monsters built around traditional party structures.

If I spoiled things for anyone, tough. You shouldn't be slacking on easy missions anyway.

Also what's wrong with chi blasts 1500+

every 3min?

I believe you've answered your own question.

Even if you only hit for 50, you're going to double that 1500 from Chi Blast in melee damage alone in 3 minutes. This doesn't include weaponskills.
 
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You're a moron. I wasn't talking about that. Raubahn in the final ToAU mission has code where if he takes a majority(more than half during 2/3s of the fight) of either melee, range, or magic damage, he's immune to that type the remaining 1/3. Sure, he reraises between thirds, but it doesn't seem like it'd be hard to implement a similiar structure to a single defeat for regular monsters built around traditional party structures.

If I spoiled things for anyone, tough. You shouldn't be slacking on easy missions anyway.





I believe you've answered your own question.

Even if you only hit for 50, you're going to double that 1500 from Chi Blast in melee damage alone in 3 minutes. This doesn't include weaponskills.

"Because, you know.. it's not like they have code to build up resistance to a type of damage they've taken a huge majority of or anything."

Yeah, because since I didn't understand you talked about a specific mob which I haven't fought since I couldn't care less for the "rewards" to mess up my already tight inventory, I'm clearly a moron.
And seriously, nothing in that line implied you was talking about that.
It's not like I'm the only one who thought you talked about the blm "nerf", but Hmk and Tristam are morons to I suppose?

lol skaw, you are funny sometimes.
 
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Because the elemental magic "nerf" hinged on elemental magic being majority damage, right?

No, it was rapid succession. Not to mention it was in response to setting up something so that it's not burnable. Not just through MP but TP as well.
 
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Reduce the pop time on that flan camp.

I miss all my blm friends!
 
Why is blm farming even being mentioned in a endgame area? by 75 you can all group up and manaburn KSwhatevers for people giving them the choice of one drop and keeping the rest and make better gil then most of us sad farming bastards.
 
Just to clarify..

If you'd ever fought the PUP AF3 battle you would see that the monster would give varying % of mitigation that it's currently adjusting to as you fought it. Think of it like a variable earth staff/shell effect depending on what type of damage you give it.

If you do lots of melee damage, it actively reduces the % of damage taken from melee. The same for magic, the same for ranged; but not a higher resist rate or defense rating. It just mitigates a (potentially about 98%?) portion of your damage dealt.

If they actually made some strong exp enemies that worked in this sort of fashion, that gave large amounts of experience per kill, they could make partying at 75 a lot less restrictive on jobs or playstyles (burn vs skillchain, for example) you could be effective with.

Additionally, if said monsters had standard outdoor repop time (6 mins) and took about about 5-6 minutes each to defeat, an experience area with say 10 monsters could support quite a few parties. This could help with the crowding issue as to boot.

There's no real reason to not make some change like this. For a game that is known for it's forced teamwork levelling I simply don't see why the metrics should change at 75 so much.
 
They can't make mobs immune to manaburns without giving them so much HP or magic defense that blm becomes useless against them. The only way to make a mob that isn't melee burnable is to give it high defense or nasty TP moves, and you're not going to have much success with the traditional party against them.
Because, you know.. it's not like they have code to build up resistance to a type of damage they've taken a huge majority of or anything.
You kinda skipped over the part of giving them so much HP/defense/MDB that they are worthless. If the mob takes long enough to kill for a built up resistance to mean squat, then they won't be worth it to exp on. Even if these are some kind of epic exp mob and they change the game to allow them to give 1k exp to a full party, if they take 5 minutes to kill you won't see any chains, and won't get close to melee cannons.

But wait, how about we make mobs that give great exp that have a ton of HP and take excessive damage from magic bursts? Guess what happens, you now have a couple soboro sams and a blm or two, maybe a tank, plus the standard brd and rdm (whm now gets excluded because they don't have refresh for the blms, or gravity to help out the melees)
 
What I enjoyed most about Blm was the symphony that resulted from great teamwork, resulting in skillchain>burst. I know that I was lucky and levelled Blm in an incredible static where I could close my eyes and play by sound.
You forgot about how you could freeze up the rng's PC at any time by casting Firaga III.
 
BLM Nerfed: Ever try to farm something as a BLM? Example: White Honey. Went out as BLM and watched a RNG take them down in long chains. Why? Because he had ammunition that didn't have a negative impact on his stats (HP, etc.) - all he had to do was equip more ammo. Can't do that on a BLM, where the only weapon you have is MP. I have to rest after Xnumber just to continue. Argument: You could bring ethers, etc. to get that boost, but they don't stack or come in bundles like ammo, so it's still not an equal solution.
It's all about what you farm as blm. You can farm up stuff that melee can't touch. About a year ago after prices were falling and a 75 thf would pull 40k/hr at goobs in zitah on a good day, I would go up to sky with about 25 free slots in my inv, and come back after 2 hours with 25 light clusters, that sold for 10k each.

You just need to figure out what you can farm that others can't. Here's a hint, they normally check as T-IT.
 
It's all about what you farm as blm. You can farm up stuff that melee can't touch. About a year ago after prices were falling and a 75 thf would pull 40k/hr at goobs in zitah on a good day, I would go up to sky with about 25 free slots in my inv, and come back after 2 hours with 25 light clusters, that sold for 10k each.

You just need to figure out what you can farm that others can't. Here's a hint, they normally check as T-IT.

Farming light clusters are a hoot^^ Just have to be careful about the use of dispel then all systems go.
 
Well, since SE gave melee so many areas in ToAU, maybe, just maybe they might be a little more blm friendly in WoTG. I'm sure they've seen the crowding at the flan camp so they know it can be an issue.

Oh, and Hi-Ether tank, do you need it? Also, it only takes 4 slots on inventory space to take 12 yag drinks, or 6 slots for 24 pineapple juices worth of mats with you. Stack juice + refresh armor + sanction, you have you own built in rdm or brd.

Peace,
Shmed
 
by 75 you can all group up and manaburn KSwhatevers for people giving them the choice of one drop and keeping the rest and make better gil then most of us sad farming bastards.

Or just solo ODS and Brothers ENM =D
 
Give BLM some from of Enhanching Spell that is beneficial to other Party members that make them go " Omg BLM seeking get him!"

Just like how RDM got their Refresh long long time ago when they are totally gimp.

Maybe some form of spell that Boost DD performance etc etc..
 
So take all the Beast and kindred seals you got while meritsoloing and bring along 2 or 3 good blm friends. I think it was shyrra who made money off of almost every stupid melee who couldn't cut it in ODS. This argument is just silly.


That was me.
 
But wait, how about we make mobs that give great exp that have a ton of HP and take excessive damage from magic bursts? Guess what happens, you now have a couple soboro sams and a blm or two, maybe a tank, plus the standard brd and rdm (whm now gets excluded because they don't have refresh for the blms, or gravity to help out the melees)

Not entirely. Create a mob with high HP, resistant to physical damage and requires high elemental skill to avoid massive resists (BLM). If you can make HP high enough so that a single tier IV MB will either kill or bring to the verge of death since it's the ONLY significant source of damage, you can make a decent party. At this point, having two BLMs is pointless since one will be able to kill or close enough for melee to do the rest. Multiple SAM is a decent idea, but if the BLM has to save MP for each MB for each fight, it's not any better to have SAM since they'll just sit on TP constantly anyways rather than another melee which will build TP while BLM rests. It does take a lot of precise tinkering though, far more than SE would ever put into the game, but it is possible.
 
Not entirely. Create a mob with high HP, resistant to physical damage and requires high elemental skill to avoid massive resists (BLM). If you can make HP high enough so that a single tier IV MB will either kill or bring to the verge of death since it's the ONLY significant source of damage, you can make a decent party.

If there were such a mob with low HP but near-complete melee immunity, it'd make the melee useless and more or less become a mob that BLMs could very happily chain nonstop in a group of 2 or 3 by having two nuke while the third rests, possibly with a COR, or BRD on the side to help them keep up with MP. There usedto be a room in sea with three SMN's elementals that were more or less XPed off of in the exact same fashion, though ironically this was changed...
 
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