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#1 Jun 11 2009 at 10:18 AM Rating: Excellent
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Hey guys, career melee here who is new to lvling BLM and I have 2 quick questions:

1) I keep seeing people refer to enfeebling magic skill for landing sleep or not having it partially resisted. Isn't sleep a Dark based spell? Do the 2 different skill types affect different things (with respect to sleep spells that is)?

2) I am currently doing a lot of soloing while seeking. Soloing doesn't make use of the elemental debuffs although I am continuing to keep my spellbook current (lvl 29 and counting). My question is this: Once again, reading through the past threads I see wildly different opinions regarding ele debuffs; are they actually useful or is it better to keep resting till the mob is down to 40% and then just blast the F out of it? I understand it may depend on party setup etc but quite a few ppl are making claims that ele debuffs are useless overall.

Still new to the BLM forums so it's taking me some time to work my way through the stickies. I'll keep at it but in the meantime thanks for responding to my questions although they've probably been asked/answered before.

Edit: clarity

Edited, Jun 11th 2009 3:11pm by DodiOnMidgard
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Dodi on Midgardsormr
Moonlit Path / Odin's Guards
75 WAR: 4/4 crits | 5/5 DA/Berserk/Warrior's Charge | 8/8 Gaxe | 2/5 Toma
75 RNG: 6/8 Marksmanship
75 BST
37+ NIN SAM THF DNC WHM BLM

Current goals:
Assault rank up --> Perdu Voulge: Corporal 0/25
Nyzul --> 100 --> King's Justice: Floor 25

Bastok: 9-1
ZM, CoP, Apoc Nigh, ACP, MKT: Complete
ToAU: 44
WotG: ??
#2 Jun 11 2009 at 11:15 AM Rating: Excellent
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18 posts
1) There is a difference between "Dark Magic" and the element "dark". "Dark Magic" is a class of magic similar to Elemental Magic, Healing Magic, and Enfeebling Magic. Each spell in a given class of magic is affiliated with an element (thunder, ice, fire, wind, water, stone, light and dark). You can see what the affiliated element is by looking in your spell list and noting the color next to the spell. Purple=thunder, light blue=ice, red=fire, green=wind, etc.

The spell "Sleep" is an Enfeebling Magic spelland is thus made more accurate by equipping enfeebling gear. Additionally, the spell is affiliated with the element "dark". This means some mobs which are strong to the dark element (like imps and bats) will heavily resist Sleep. When you get to lvl 51+, you should cast sleep with as much enfeebling gear as possible and use a dark or pluto staff. The dark staff has a hidden effect of increasing the accuracy of dark element spells (not Dark Magic). Hopefully this isn't too confusing.

2)Years ago when leveling blm (pre-ToAU), I would open a fight by casting a couple elemental enfeebles (usually frost and shock) to lower mob evasion and mob mind. These spells give very little hate and helped out the melees with accuracy problems and helped the rdm land his enfeebles. Then I would land the largest nuke possible after the tank had hate established, would rest a few ticks of mp back, then nuke the rest of the mob life out. Nowadays though, melee don't really have as much accuracy problems (sushi and new gear helps them a lot) and the elemental enfeebles just don't seem to have as much bang for the buck as they used to (although they were never really strong). If you want to use them, stack as much INT as possible to increase their potency.
#3 Jun 11 2009 at 2:26 PM Rating: Good
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42 posts
The above poster got most of it but to restate.

Sleep relies on Enfeebling Skill rather than your Dark Skill even though it's Dark Element. There's a distinction between the element of a spell and skill, being Dark Element means that thing strong to Dark Spells (I.E. Imps, Bats, Ghosts, Formors, Dark Elementals, etc.) will all have resistance to dark element spells. As is the case with Sleep, Bind is Ice based and would have more trouble sticking to a mob with Ice resistance but is based off of Enfeebling rather than Elemental Magic. Likewise for Gravity and Wind.

Dark Skill affects Drain and Aspir primarily, there are other spells that belong to the Dark Magic family, such as Stun and Bio, but they aren't affected by the skill nearly as much as Drain and Aspir (both Stun and Bio have a high/certain chance of hitting a mob that isn't immune to it).

As far as the Elemental Debuffs, everyone seems to have their own opinion of them. I personally never really used them, then again when I was leveling my BLM I had an odd party setup that didn't really have much in the way of melee DD which would benefit from the added debuffs. For the most part it's +5-7 stats to everyone in your party, so if you think that's worth the MP cost then it's possible that it is worth it. It could help in situations where your tank is taking too much damage and you decrease the strength of the mob with drown, or if nukes/enfeebles are getting resisted too much, or DD's are missing too much etc.

Now the big question is if the damage increase from the rest of your party is worth the 75 MP and the loss of HMP ticks (restarting a rest will reset the timer to the first tick to 20 seconds). It's ideally used at the beginning of a fight to increase the usefulness of the spells. My personal suggestion is to see if the mob is dying fast, if it is then it may not be as worthwhile then something that is dying much slower.
#4 Jun 11 2009 at 2:34 PM Rating: Good
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217 posts
Both of those replies were excellent and exactly the type of detailed responses I was hoping for. You guys explained it clearly enough that I think I understand the distinctions between skill and element now (it at least helps me to understand everything I've been reading in the stickies). Thanks a bunch for your helpful replies, Rate Up!
____________________________
Dodi on Midgardsormr
Moonlit Path / Odin's Guards
75 WAR: 4/4 crits | 5/5 DA/Berserk/Warrior's Charge | 8/8 Gaxe | 2/5 Toma
75 RNG: 6/8 Marksmanship
75 BST
37+ NIN SAM THF DNC WHM BLM

Current goals:
Assault rank up --> Perdu Voulge: Corporal 0/25
Nyzul --> 100 --> King's Justice: Floor 25

Bastok: 9-1
ZM, CoP, Apoc Nigh, ACP, MKT: Complete
ToAU: 44
WotG: ??
#5 Jun 11 2009 at 2:50 PM Rating: Good
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burn is pretty much the only one worth casting usually, since it lowers int and so increases nuke damage/accuracy.
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#6 Jun 22 2009 at 1:15 PM Rating: Decent
45 posts
I only use the elemental Debuffs when doing events as blm personally. Never cast a DoT spell on something you plan on, or might need to sleep. So Elemental DoT's when soloing isnt to great IMO. However there are exceptions.

Choke Shock and Burn stack (vit mnd int down effects) I prefer these 3, Back in the old school days when blms got parties and crabs were the worlds prey, these spells would go on every monster first, before any nukes would get cast (to allow tanks to get hate as well as the DoT) Then we would hit our freeze macros and zone out for 60 seconds.

Since Im an oldschool blm. I didnt have to solo at all, but these days I enjoy killing flans as much if not more then then any other blm. I do not cast any ele Dot's on them at all, 3 spells and they are dead anyways, I would rather keep the mp for chains. But there are some who only nuke with burn on and thats fine too, so long as you dont have to sleep.
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