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What would you like to see for your job: Black Mage Edition!Follow

#1 Sep 29 2012 at 3:17 PM Rating: Excellent
Since the job forums have been pretty inactive for awhile, I thought I'd start a new topic in each devoted to things you'd like or wish that Square Enix would do with each job. They can be legitimate things you'd like to see, or they could be absurd, and, while they can be, they don't have to be any serious or groundbreaking changes you think each job needs, just something you think would improve them a bit in some form. Just try to keep the topic clean and drama free (emphasis on try). Just have some fun with this and let your ideas soar.

This could actually go for all the mages capable of using it, but I think it'd be nifty if there were additional spells to the -Spikes line, based on the elements not covered. There's Darkness, Thunder, Ice, and Fire, but what about Wind and the others? There are a number of different status ailments they could have associated with each, like Wind could have silence or weight, Earth could be slow, etc.
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#2 Sep 30 2012 at 11:44 AM Rating: Excellent
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I'd like more native damage mitigation tools. We learned just how vulnerable a BLM is when BLM/BRD came into fashion and we had to start deliberately holding back to avoid getting squashed like a bug in a small group. (I swap out Beyond for Allure when I BLM/BRD and intentionally nerf my damage so I can proc before the NM is dead....)

I'd like a short duration JA that is like the opposite of Manawall, in that magic damage taken is turned into HP. Let's be silly and call it Lifestream. Cannot be used at the same time as Manawall, same 10 minute timer but with a 1 minute max limitation - and it does nothing to mitigate physical damage taken, so you're still SOL if something is beating on your ass. Hey, it'd allow a poor BLM to survive Citadel Buster for once!

A JA called Concentration, which prevents the next spell you cast from being interrupted, except by getting KO'd.

And as an homage to Slayers, two new spells that count as physical damage, not magical damage: Elmekia Lance (light based) and Ragna Blade (dark based.) Would be incredibly nice for a BLM to have spells that can be used against magic damage immune NMs, even if the spells are relatively weak (I'm thinking damage along the lines of Holy II on WHM, around ~500 against most EM monsters.)

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#3 Sep 30 2012 at 1:51 PM Rating: Decent
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This could actually go for all the mages capable of using it, but I think it'd be nifty if there were additional spells to the -Spikes line, based on the elements not covered. There's Darkness, Thunder, Ice, and Fire, but what about Wind and the others? There are a number of different status ailments they could have associated with each, like Wind could have silence or weight, Earth could be slow, etc.


I think we already asked for that, and SE responded that;

Wind= Blink
Water= Aquaveil
Earth= Stoneskin
Light= Reprisal

I'd just like the Gravity spell to have BLM added to it so you don't have to sub RDM. It is a black magic spell, and it's not like we don't get it's big brother Bind already. Dread spikes would be nice, too.
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#4 Oct 01 2012 at 6:22 AM Rating: Excellent
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I would love for Meteor to actually be epic. It already has enough hoops to jump through just to get cast, and the damage nerf on repeated castings I can at least understand from a balance perspective. However, in my base nuking set, tier IVs (and in most cases -aga IIs) will easily outdamage Meteor and that makes no sense to me. For a spell with essentially a 15-minute recast (not to mention the rarity of ownership), I should be able to see five digits worth of damage without having to have a party full of other Meteor-BLMs. And I'm not saying I should be able to one-shot Behemoth with it, I'd just like to put out the occasional 10k killshot instead of, "Oh wow, you have Meteor? Cast it! .... Oh, that's it? You paid how much for it?"

TL;DR: I want Meteor to be a mini two-hour and not just a novelty that I only ever cast for other people's amusement.

edit: I realized as soon as I posted this that I sound like I'm complaining about my Ferrari *only* doing 160 mph, and that wasn't my intention, but still.... Smiley: glare I promise I'm not trying to sound like a whiny, spoiled 1%-er.

Edited, Oct 1st 2012 8:30am by TinyAttorney
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#5 Oct 03 2012 at 5:19 PM Rating: Default
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TinyAttorney wrote:
I would love for Meteor to actually be epic. It already has enough hoops to jump through just to get cast, and the damage nerf on repeated castings I can at least understand from a balance perspective. However, in my base nuking set, tier IVs (and in most cases -aga IIs) will easily outdamage Meteor and that makes no sense to me. For a spell with essentially a 15-minute recast (not to mention the rarity of ownership), I should be able to see five digits worth of damage without having to have a party full of other Meteor-BLMs. And I'm not saying I should be able to one-shot Behemoth with it, I'd just like to put out the occasional 10k killshot instead of, "Oh wow, you have Meteor? Cast it! .... Oh, that's it? You paid how much for it?"

TL;DR: I want Meteor to be a mini two-hour and not just a novelty that I only ever cast for other people's amusement.

edit: I realized as soon as I posted this that I sound like I'm complaining about my Ferrari *only* doing 160 mph, and that wasn't my intention, but still.... Smiley: glare I promise I'm not trying to sound like a whiny, spoiled 1%-er.

Edited, Oct 1st 2012 8:30am by TinyAttorney



That seems to have been the pattern since AM. I remember when "Freeze" was the OMG spell, but all of that was overshadowed by tier IV spells. I actually want to see a greater difference in damage based on element. There is indeed a difference a damage, but leveling, it's usually better to use the latest spell rather than by element.
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#6 Oct 04 2012 at 9:29 AM Rating: Excellent
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edit: I realized as soon as I posted this that I sound like I'm complaining about my Ferrari *only* doing 160 mph, and that wasn't my intention, but still.... I promise I'm not trying to sound like a whiny, spoiled 1%-er.


Well, from a financial perspective, I'm not sure why you would spend so much money on a spell that clearly isn't worth it, but your complaints about meteor are still completely valid. If it's going to be kept at its current level of power, it needs to be infinitely more common, so that people can actually take advantage of group casting. If they are going to keep it rare, then it needs a pretty big boost for solo casting.

Either way, as it stands now, I personally have absolutely 0 interest in pursuing meteor, even though I consider BLM to be one of my main jobs, and, assuming there is no huge buff coming, that won't change until meteor drops below 1M. Something really does need to be done about it.
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#7 Dec 07 2012 at 11:25 PM Rating: Decent
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Black Mage is the strongest magic users period, so it's spells should illustrate this not just by DMG alone, but by its ability to control the battle pace by positioning. I propose a series of magic spell swaps involving giving choke, rasp, drown, burn, frost and shock to dark knight. Black Mage getting new spells, crevasse, tide, gale, and fire wall. These spells are to allow BLM to distance itself from an aggressive mob, it does little DMG, but instead hinders movement, and some even push back enemies great distance. I consider forgetting about crevasse because of break.

Crevasse spell lvl (BLM10,SCH20) - earth based that causes target to stumble, for brief moment. Wind enemies are resistant, floating targets are immune. Recast 1 minute, 6 second casting time.

Tide spell lvl (BLM20,SCH40) - water based that causes target to move back 10" and slowly move forward for a brief moment. Water mobs are resistant, fish and water elementals are immune. 1 minute recast, 6 second casting time.

Gale spell lvl (40,60) - wind based that blows target back 20". Earth/wind mobs are resistant, worms, trees, earthwind elementals are immune. 1 minute recast, 6 second casting time.

Lava - lvl 40 - fire based that prevents target from moving forward for short period of time. Ice mobs are resistant. Bombs, and fire elementals are immune. 1 minute recast, 6 second casting time,

Also would be cool if all ancient spells carry traits similar to this such as tornado I, and II causing a draw in effect on the target within. 15" even players experiencing a pull in motion if too close to target.

Freeze actually pausing the target into place for a short duration.

Always bummed me out how BLM is mostly about DMG and little else, given its suppose to be the strongest magical combatant. It should give that appearance visually.

Dark knight should be given rasp, drown, shock, burn, and shock. Lower cast times and mp cost.
#8 Jan 03 2014 at 3:36 AM Rating: Excellent
With 2013 behind us and 2014 just starting, what would you like to see come to the Black Mage job? Has Adoulin changed your favorite disher of arcane mayhem in a way that you do or don't like? Is there an unresolved issue that you think they still need to fix?

Edited, Jan 3rd 2014 5:47am by Vlorsutes
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