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BLM Mana Burn Static {Do You Need It?} LVL 50Follow

#1 Oct 18 2005 at 8:25 AM Rating: Default
Hey everyone me and my RL wife are trying to find a stable amount of BLMs to static on certain days of the week. I have yet to come up with the days since I am also lvling up my THF at the same time. Most likely I will have Mondays, Wednesdays, and weekends for the Manaburn. I'm a lvl 50BLM/NIN and my wife is 50BRD/WHM. I would love to have BLM/NINs join the static as we can blink up and bounce hate off eachother with ease. Also the other HQ wand with extra INT isn't bad either lol. Anyways I hope to get some ppl to respond. I might even make a separate LS to come up with Static days or something like that. Talk to you BLMs soon!! ^^
#2 Oct 18 2005 at 3:26 PM Rating: Decent
<job> = BLM53 {Do you need it?}

I know I'm a few levels high, but perhaps I could join after the group gains a few levels? Im on virtually daily, weekdays between 5-midnight EST and weekends almost always.
#3 Oct 18 2005 at 4:48 PM Rating: Good
I'm in!

My BLM just hit 51, and I'm only 1.8k EXP into the level. I have really good equipment, and I'm gonna' take care of my AF hands tonight(Only BLM AF piece I'm getting).

I can work my schedule as needed, so don't worry about that.

/tell me in game!

-Neej

Edited, Tue Oct 18 18:13:27 2005 by TaruBeneathTheTaru
#4 Oct 18 2005 at 5:28 PM Rating: Good
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1,892 posts
Goooooooo BLM/NIN ^^ Always wanted to do this, but was afraid nobody would invite. Anyhow just saying good luck, and that I'm shocked... I didn't know you played BLM ^^
#5 Oct 18 2005 at 5:35 PM Rating: Good
Wait; Sorry.

I can't join.

Ninja subjob is terrible for EXP. It cripples a Tarutaru's MP, let alone an Elvaan. Manaburn requires a whole lot of max MP, not just MP regen...

Sorry, no thank you.
#6 Oct 18 2005 at 8:01 PM Rating: Decent
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83 posts
you're only planning to get the AF gloves... wow... skipping out on BLM AF... i wouldnt PT with you. Hey djnem, when you hit 51 its best using the staves than +1 int from the extra wand... less resist > int.
#7 Oct 19 2005 at 5:24 AM Rating: Decent
40 posts
Really, /nin doesn't buy you much and at 51 you'll be using the ele staves anyway. I'd go ahead and lvl whm for a sub (yea, lvl ing whm isn't fun at times, but once done you can retire it!)

A big advantage of having full blm AF is -emnity, VERY inportant for blm!! Full set is what -10 or so? The gloves are the best piece, but don't give up on the value of the rest of the set!


#8 Oct 19 2005 at 6:23 AM Rating: Decent
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453 posts
I have been looking for manaburn for my Bard for a while now. A bit higher than suggested level but would it be possible to join when you guys reach 54-58?
#9 Oct 19 2005 at 1:07 PM Rating: Decent
I really don't see the point to full AF. All I'm missing out on is Dark magic skill, and Enfeebling skill. I have both earings, and until end-game things, I shouldn't be getting resisted with +3 skill. Shaman's Cloak makes a joke of AF body and head.

So why won't you party with me? Yea, thought so.

I said the truth; /NIN subjob offers nothing that Stoneskin, Phalanx, or Blink won't give you, and it cripples my MP as a Tarutaru. Manaburns require a lot of Base MP at the start, when you basically only use Ancient Magic.

I tell the truth, and you come at me with a hostile post? Real mature.
#10 Oct 19 2005 at 4:07 PM Rating: Decent
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83 posts
now when you pull hate from having not much -enmity you'll need the +VIT of the coat to keep you alive and it will save you. Enfeebling magic also helps do debuff if you're in a PT without a RDM and with all pieces you have like +52 MP besides using the body and hat what did you plan on using for the feet and legs at your lvl? @_@
#11 Oct 19 2005 at 8:34 PM Rating: Decent
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811 posts

Quote:
I really don't see the point to full AF. All I'm missing out on is Dark magic skill, and Enfeebling skill.


I know BLMs are not "Masters of dark magic" but a +15 to dark magic skill can go a long way when it comes to drain/aspir.... I know when I get hit in an exp party for 200 damage, I can easily drain that much back.

As for enfeebling, if you ever get one of those ill fated links, the enfeeble bonus goes a long way to prevent resists....

But what do I know, I also don't care much for manaburns....

#12 Oct 19 2005 at 9:12 PM Rating: Good
Well, I partially agree with you on the enfeebling thing. Yes, the body is very nice for that, and I will get it eventually. But for the time being, I have 4 different sleep spells, and one of them I can attach to an elemental seal. If 7 skill is going to make the difference between life and death in those cases, I shouldn't be EXPing in that zone.

My view on Dark Magic; It's a bunch of random BS. If your skill is low, you won't get back anything; if your skill is leveled, the number you get back is competely random. I've had 2 skill levels undercapped Dark Magic, and gotten back 100+ MP from a Bubble-Curtained Robber crab, and gotten back 8 from, well I won't go into detail.

Emnity; It's not a make or break point for me. I know when I'm overnuking, and I know when I'm not. I judge my lines pretty well, and I know what will kill me. But I will commend you on a valid point. I am giving up a lot of emnity.

VIT...I'll take that as a joke.

And finally, I'm using Magic Slacks for legs until Druids, and I'm using Mountain Gaiters until Sorcerer's and/or Rostrum Pumps.

I believe that answers all of that? But FYI, I talked to Djnem, and he agreed to use /WHM instead. So I believe that sums up this whole post.
#13 Oct 19 2005 at 9:49 PM Rating: Decent
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181 posts
BLM AF is pretty good I dont see why you wouldnt want it. except for the feet, I can see why you woundt need those, lol.

We all know why gloves are best. Elemental magic skill+15 WOOT!

The dark magic+15 rocks for drain and aspir on blm. Dont get me wront you dont have to wear these 24/7. Just macro em in when u cast drain/aspir.

The enfeeb+10 will help your enfeeb skill. Do the same with this, just macro this in when your casting enfeeb spells like sleep, silence, or whatever you want to cast.

The hat gives INT and MP and enmity-. Once you get to the 70s some prefer to go demon helm, Ive seen very few others go for the errant hat. I've seen others just stick with the Af hat. But neither the less untill then I see this as the beast head gear you could use.

all in all its your decision on what you want to use. But IMO Its good to have these 4 pieces.
#14 Oct 20 2005 at 1:49 AM Rating: Good
I already explained why I didn't want the Enfeebling or Dark skill ups, and I also said I was getting the Wizard's gloves.

Please let this die, unless someone actually reads what I wrote.
#15 Oct 20 2005 at 3:31 PM Rating: Decent
Alrighty I had mixed feelings about BLM/NIN and it seems that it isn't a good idea at higher lvls to do so. I DO have all the Elemental Staves HQed so no problems there. Now I have a question for all the experienced BLMs. My current rings are good enough or should i get INT rings as an Elvaan? Just curious. I also get mixed answers on what I should get. I can get INT rings no problem if I need to. I currently am using an Astral Ring and Ether Ring. Is this ok? Need some feedback heh. Anyways I have yet to determine a steady Static time and days to do this so I'll keep you guys posted. I'll get that info asap. Atm i'm trying to sign up for a HNM/GOD LS and lvling up THF as well, but I do wanna lvl up my BLM on certain days as well. I'll let you guys know and Neejee no worries I got you down. I'll most likely switch up to BLM/WHM since i have WHM already at lvl 37 lol. Only took me 2-3 days and not full ones at that to get it that high lol. Anyways talk to you guys soon.
#16 Oct 21 2005 at 11:20 PM Rating: Decent
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811 posts
My personal feeling on taking MP or INT and vice versa is purely situational. If your in a fast paced party taking on VTs, MP would be better since you have less of a chance to get resisted. However, if your in the typical party that must see 200+exp per kill, INT will be your best friend. MP is no good if the spells you use get resisted.
#17 Oct 22 2005 at 4:40 AM Rating: Decent
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1,349 posts
Quote:
Wait; Sorry.

I can't join.

Ninja subjob is terrible for EXP. It cripples a Tarutaru's MP, let alone an Elvaan. Manaburn requires a whole lot of max MP, not just MP regen...

Sorry, no thank you.
.


The correct and wise decison. /NIN is for Kirin and Dynaimis ONRY


Quote:
now when you pull hate from having not much -enmity you'll need the +VIT of the coat to keep you alive and it will save you. Enfeebling magic also helps do debuff if you're in a PT without a RDM and with all pieces you have like +52 MP besides using the body and hat what did you plan on using for the feet and legs at your lvl? @_@


Enimnity is overated, no the VIT wont save you at all. Fafnir has hit me for 1000+, there is no being saved for a Taru BLM without some insane gear (defending ring terra staff umbra mantle jelley ring)

As for feet and legs.. Feet are easy Mountain Gaiters. Vastly superior to AF1 feet. Legs can be a multitude of things not the least of which are Barons slops for 1 more hMP which is better than anything on the AF legs.

Quote:
but a +15 to dark magic skill can go a long way when it comes to drain/aspir.... I know when I get hit in an exp party for 200 damage, I can easily drain that much back.


But again you can buy something to compensate for your lack of skill .. Namely plutos staff.


Quote:
I have 4 different sleep spells, and one of them I can attach to an elemental seal. If 7 skill is going to make the difference between life and death in those cases, I shouldn't be EXPing in that zone.


Word, Absoloutly correct


Quote:
However, if your in the typical party that must see 200+exp per kill, INT will be your best friend. MP is no good if the spells you use get resisted.


INT does not affect resist rate.


Neejee was absoloutly spot on in all of his answers. On top of that I have partied with his black mage and have yet to party with anyone nearly as skilled in the level range he dwells.
#18 Oct 22 2005 at 4:26 PM Rating: Decent
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811 posts
Quote:
INT does not affect resist rate.



I thought that to until someone had me do some tests. INT is for Magic Attack. It increases your maximum damage output for Attack magic that is not based off MND, like Banish. If your INT is way below what you're casting on, your damage output is lower, with a higher chance of getting resisted. Therefor in an instance like that, INT > MP.
#19 Oct 22 2005 at 6:07 PM Rating: Decent
To add a bit of irony to this whole post, I've decided to get full AF, just for the sake of vanity in Jeuno. :P
#20 Oct 23 2005 at 2:22 AM Rating: Decent
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83 posts
plus AF makes ya look cool~
#21 Oct 24 2005 at 3:19 AM Rating: Decent
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254 posts
Why would you not want to get your full af? Even if it all sucks, you might as well get it all. A blm is all about using situational gear and being the best you can be at any given moment. Dark Skill is random yes, but the dmg that you cause from your drain spell is pretty consistent. Also, your drain spell is your most efficient mp to dmg nuke you'll ever have. Extra dark skill does add to the dmg, and acc of your dark magic.

Blm's are also not masters of Enfeebling but it sure doesn't hurt to be prepared for the situation. Underneath Rdm's, blm's are the best enfeeblers end game with gear. You should never gimp yourself and not get something only because you feel like you don't need it. Elemental seal may save you once in a while, but relying on a 10 minute ability to save your butt everytime you're in trouble doesn't always work.

Don't take this as an attack on you Neejee, more on the people who skip out on their AF. Even if you don't use it all, wouldn't you want it all so you can store it at the NPC storage guy at least XD lol! Not like that will be the only job you'll ever play :P

P.S. On your magic acc profile you have Spirit Lantern on there. Just to let you know, the "Enhances Elemental Magic" thing on there is dmg only. Nothing with resist rate. Kind of a misleading enchantment :/

Edited, Mon Oct 24 04:29:52 2005 by Lileric
#22 Oct 24 2005 at 9:38 AM Rating: Decent
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1,349 posts
Quote:
Quote:

INT does not affect resist rate.





I thought that to until someone had me do some tests. INT is for Magic Attack. It increases your maximum damage output for Attack magic that is not based off MND, like Banish. If your INT is way below what you're casting on, your damage output is lower, with a higher chance of getting resisted. Therefor in an instance like that, INT > MP.


No.

Quote:
INT is for Magic Attack


No, MAB (Magic Attack Bonus) is a multiplier for spell damage calculated apart from INT.

Quote:
It increases your maximum damage output for Attack magic that is not based off MND, like Banish.


True.

Quote:
If your INT is way below what you're casting on, your damage output is lower, with a higher chance of getting resisted.


No. Completly incorrect. Actually I think your seeing in the INT Vs. INT discrepancy is the level of the mob Vs. your level. For Instance Tulia gods are very resistant to magic. Is this due to thier INT? no It is due to thier Level as determined by SE. The resist formula compares your Ele magic skill to thier level to determine resist rate.


Quote:
Therefor in an instance like that, INT > MP.


No, Manaburn is based solely on a "Hate Vacum" concept. Where if no one holds hate/Mob dies before it becomes dangerous then there is no need for hate control. BLMs build for INT as opposed to MP for the "Standard" XP build for the simple reason that there is no conceivable way to use your full MP pool without drawing hate and dying so increasing the damage per nuke allows for more damage. What I meen is this. If you cast 2 thunder 4s for 1100 you get hate and die. Or you could cast 1 thunder 4 for 1300 damage and live. The MP is irellevant because you never get to use it.

In manaburn hMP > MP > INT

Because after the first volley of nukes you should be jamming your macros to get off the next nuke so the mob is dead before it kills someone.



Here is the damage formula:


Quote:
ESD = [ (IDF * SDF) + SDC ] * MAB



Terminologies
=============
Elemental spell damage (ESD)
INT Difference Factor (IDF)
Spell Damage Factor (SDF)
Spell Damage Bonus (SDB)
Elemental Staff Bonus (ESB)
Spell Damage Constant (SDC)
Magic Attack Bonus (MAB)

To learn more about this clik here:


http://ffxi.allakhazam.com/db/jobs.html?fjob=3&mid=1097715691352073968



#23 Oct 24 2005 at 2:42 PM Rating: Decent
oh boy this turned out to be some big arguement lol. All I asked for was if anyone wanted to static lol.
#24 Oct 24 2005 at 6:37 PM Rating: Decent
Thanks for your input Lileric, always valuable :)

Everything you said was valid, but the Spirit Lantern, I intend to use situationally. I'll probably just save it for end-game things, and use a Phantom Tathlum in general situations.
#25 Oct 29 2005 at 8:01 PM Rating: Decent
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811 posts
Troille, I am speaking on general terms from tests I performed. I am not speaking on gods because from my view, that is a completely different situation, and also a situation I would not test during. I know how magic attack bonus works, and after saying I am wrong, you reconfirm that I am right...


Quote:
No, MAB (Magic Attack Bonus) is a multiplier for spell damage calculated apart from INT.


Correct, that is what I said, but I was not talking about magic attack bonuses. I was saying that it increases your damage output, not acting as another form of "hidden" magic attack bonuses. Maybe I should have been even more clear, but at no time did I call it a "magic attack bonus".


As far as resists go, again, I only go by what I have seen and what I have personally tested. When I do tests I do it at least twice, once with my exp gear, and once without any gear. I notice resists come more frequently without my gear. Could e a complete coincidence, but that is what happend to me, so that is what I believe.
#26 Oct 30 2005 at 3:25 AM Rating: Decent
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1,349 posts
Double O.O!

Havent done that like .... forever

Edited, Tue Nov 1 20:30:27 2005 by troille
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