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Spells QuestionFollow

#1 Jan 01 2005 at 3:20 PM Rating: Decent
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As a black mage I want to make sure I am casting the bio and frost etc to the best of my abilities. However, does anyone one know of a list or can just give me answers to what spells cancel each other out and what stacks? This is a question I should have asked a long time ago...but I didnt :( Thanks guys and gals
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#2 Jan 01 2005 at 3:29 PM Rating: Excellent
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I don't have a list, but there are some things I know.

First of all, VERY IMPORTANT thing : Dia and Bio does NOT stack ! Slap your WHM if he/she casts Dia after your Bio.

Second thing, I know that spells like Choke, Rasp, Frost etc ... can stack, and there are possible combos of 5~ But I don't know much about these ones.

On my own, to avoid overnuking, I cast an enfeebling spell between each offensive spell - Bio is very important, and I usually cast Burn for INT- (I'm a Mithra so the mob will resist most of my spells) and some other enfeeblings like this.

Edit : Spelling ;_;

Edited, Sat Jan 1 15:29:04 2005 by Freyir
#3 Jan 01 2005 at 3:38 PM Rating: Good
Best answer is to start with the FAQ in the JOB Class area for BLM (linked and quoted below).

FAQ site:

http://ffxi.allakhazam.com/db/jobs.html?fjob=3&mid=108742636464330556&num=112

Short answer as quoted from that faq:

--- Elemental debuffs ---
This is a common area of confusion for startup black mages. It's easy to pass over the elemental debuffs because they do minimal damage for the 25 MP they cost. However, it's the stat debuff associated with each one that should draw your attention.

Here are the spells.

Shock - MND debuff, lightning damage (decreases magic resistance)
Rasp - DEX debuff, earth damage (decreases melee accuracy)
Choke - VIT debuff, wind damage (increases non-magical damage taken)
Frost - AGI debuff, ice damage (decreases evasion)
Burn - INT debuff, fire damage (increases magical damage taken)
Drown - STR debuff, water damage (decreases melee damage dealt)

Bear in mind, the chances of these spells landing is based largely on the resistance of the mob.

Not all of these spells can be stacked with each other. To understand how this works, you need to revisit the elemental circle. A spell cannot co-exist with a spell that is immediately adjacent on the circle (i.e. You can never have Shock and Drown on a mob at the same time). If you try, you will either get no effect (i.e. Frost cannot be applied if Burn is active), or you will overwrite the current spell (i.e. a successful Frost cast will always overwrite Choke). Again, look at the elemental circle to understand why this is the case. You will never be able to have more than 3 of these spells active on a given mob at one time. If you want to lay down as many debuffs as you can at once, you have to choose between a Shock-Burn-Choke combo, or a Rasp-Drown-Frost combo. Don't feel like you have to have three going for the entire duration of the fight, or you will waste time that could be spent resting, because you are trying to get a debuff to stick that might not even make a difference in the outcome of the battle.

In the majority of cases, the only spell you need to worry about is Frost. I'm not saying the others don't have their uses, just that Frost will give you the biggest bang for your buck. By lowering the mob's AGI, the melees in your party will hit more often, thus doing more damage, building TP faster, and allowing you to magic burst more frequently. It's a win-win-win situation.

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YOUR SPELLS AND YOU:
=================================
As a mage, your spells are your lifeline. Knowing how to use them effectively is what will set you apart from the rest. Here are the things you need to know to make this happen.

--- The elemental circle ---
Memorize this circle now, if you haven't already. It affects so much of BLM life, I can't even describe it all in this guide.

-> indicates a strength

Fire -> Ice -> Wind -> Earth -> Thunder -> Water -> Fire -> Ice -> etc.
Light <-> Dark

Each element is strong to one, and weak to another. Light and dark have a unique relationship in that they are each vulnerable to the other.

I will refer to this circle many times throughout the rest of this guide. Learn it, love it, live it.

As a side note, when fighting elementals, and even the avatars at higher levels, quite often the element that it is weak to is the only one you can use for anything more than a full resist. Save yourself the time of finding this out for yourself and just use what you know will work.

Unquote.


Then read the Rdm job faq:

http://ffxi.allakhazam.com/db/jobs.html?fjob=2&mid=1098565860385835838&num=40

And finally the Whm job faq:

http://ffxi.allakhazam.com/db/jobs.html?fjob=1&mid=1099270238991277399&num=18


Edited, Sat Jan 1 16:35:12 2005 by Jaxxsword
#4 Jan 01 2005 at 3:55 PM Rating: Good
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617 posts
Quote:
First of all, VERY IMPORTANT thing : Dia and Bio does NOT stack ! Slap your WHM if he/she casts Dia after your Bio.


Bio overwrites Dia, Dia does not overwrite Bio (it will have no effect). Dia II overwrites Bio, Bio does not overwrite Dia II (it will have no effect). Bio II overwrites Dia II, etc., etc., etc.

About Frost, etc.

Frost -> Drown -> Rasp is one combo
Shock -> Burn -> Choke is another

Frost/Drown/Rasp is the one I use most often in EXP parties, since it weakens the mob for the melees and lowers its accuracy (Ninjas love Rasp). I just wish Choke would fit in there. Shock/Burn/Choke is one I use more often in BCNMs, or when we're skilling up or something. Or just when magic would be more useful.

Always coordinate with other mages in the party. If you have two BLMs, it's important they know the combos so they do not overwrite your Frost or whatever. If you have a RDM, allow them to do most of the enfeebling. If you want to level Dark skill, use Drain and Aspir. It's important to note that even if you haven't lost any HP, Drain still deals damage to the monster. Both spells will give you skill even if you don't need the HP or MP. Dark skill becomes pretty difficult to level later in the game though, so don't be too surprised if it falls behind.
#5 Jan 01 2005 at 4:33 PM Rating: Good
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There are some mobs where you want Dia over Bio - crabs come to mind. In that case, better to let a WHM or RDM cast Dia and hold off on the Bio - you'll want to work that out with your party early on.

#6 Jan 01 2005 at 5:54 PM Rating: Decent
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Thank you guys. I was amazed how fast I got the answers. I hope this keeps near the top for new up and coming BLM :) Rate ups for you guys. TY again :)
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75BLM/75BLU/75Smn/73BST
Retired July 2009



#7 Jan 01 2005 at 7:01 PM Rating: Decent
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I got a question I need an answer to. Elemental Debuffs---> Burn, Frost, Choke, Shock, Drown, Rasp. I got all of them, and know what they do as far as stat decreases. My question is, do they drop elemental resistance. If I cast Burn, does it lower resistance to Fire, Drown to Water, etc.? I had a 74 BLM stumped on this one, so I need a wider range of input. Please help.
#8 Jan 01 2005 at 8:00 PM Rating: Decent
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617 posts
If I'm understanding your question, Jaxx answered that

Quote:
Shock - MND debuff, lightning damage (decreases magic resistance)
Rasp - DEX debuff, earth damage (decreases melee accuracy)
Choke - VIT debuff, wind damage (increases non-magical damage taken)
Frost - AGI debuff, ice damage (decreases evasion)
Burn - INT debuff, fire damage (increases magical damage taken)
Drown - STR debuff, water damage (decreases melee damage dealt)


#9 Jan 01 2005 at 8:06 PM Rating: Decent
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75 posts
So I take that as a no? So if I cast Burn before Firaga, it won't necessarily do more damage? That's kind of what I'm getting at. I know Burn does Fire damage itself, but does it help with other Fire spells?
#10 Jan 01 2005 at 8:10 PM Rating: Good
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617 posts
Well, it will, but indirectly. This is because Burn will lower the monster's INT, which in turn reduces its chances of resisting your spell (this is why Elemental Seal improves your spell damage, it virtually eliminates any chances of the monster resisting your spell). They do not reduce elemental resistance, that is the job of a Bard with their Threnodies, or a Ninja with their level 15 Ninjutsu.
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