The Beast Within -- A Guide To Blue Mage |
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The Beast Within -- A Guide to Blue Mage
Do Armors like "+Regen Effect Duration +12" from stuff like Telchine Body, increase Blue Magic Regen effects as well? Since I know Grapevine Cape increases the refresh Effect from Blue Magic too.
It does. Regen potency gear (Taeon/Telchine augments, Bolelabunga) also affects Regeneration.
Fenrir.Nightfyre said: » Playing with the BLU spreadsheet a bit today, some quick numbers: -Tizona/Almace and Almace/Sequence are incredibly close with AM3 up on both. Almace actually comes out slightly ahead on the spreadsheet right now, but Tizona's superior WS frequency and higher average WS damage offers the possibility of more and bigger skillchains. -AM3 Tizona/Almace vs AM1 Almace/Sequence favors Tizona by about 3%, but if you incorporate the rebuilding phase for AM3 then DPS is roughly comparable before taking skillchains into account. -Offhand Sequence only beats a very well augmented Colada by about 1%. TP Bonus not working in the offhand is really quite unfortunate, and it's otherwise ill suited to the offhand position. -Sequence/Colada is about 3% ahead of Colada/Colada for CDC spam, and more than 10% behind Tizona/Almace. Sequence/Almace is ~7% behind Tizona/Almace. This is before considering aftermath and Radiance/Umbra skillchains. While TPB+500 provides a substantial boost to Savage Blade and Expiacion, you're still stuck using Requiescat at least once if you want to utilize the aftermath. If you're solo then you're either looking at using it again (ex Savage->Expi/CDC->Req->Req) to close Umbra or using CA Thrashing Assault en route to Radiance (Req->Savage->Thrashing->CDC), both of which are substantial losses. Even with a very strong Requiescat set (STR/att/TA Herc, HQ Carmine body, etc), I'm struggling to envision this as a net gain under perfect conditions, let alone if anything messes up the skillchain. Thrashing Assault also increases the risk of dropping the skillchain prematurely since it returns no TP and incurs an extra second of forced inaction. The situations in which mainhand Sequence is the best mainhand for a BLU strike me as very few and far between at best, even in party situations. Trying to take full advantage of the aftermath and our better weaponskills at the same time is simply too awkward to realize its full potential. I thought you could just spam CDC for self-radiance once you have the aftermath up from Req. Every other CDC would result in Radiance, no? Fenrir.Nightfyre said: » It does. Regen potency gear (Taeon/Telchine augments, Bolelabunga) also affects Regeneration. There's a minimum number of steps required depending on the aftermath level, and closing the skillchain consumes the aftermath.
https://www.bg-wiki.com/bg/Aeonic_Aftermath KnifeKatRengar said: » Would there be any type of reason or use for Regen Spells on Blue Mage though? Since we can just pretty much heal ourselves to full HP? Making Regeneration Magics possibly pointless waste of BLU Points? Fenrir.Nightfyre said: » There's a minimum number of steps required depending on the aftermath level, and closing the skillchain consumes the aftermath. https://www.bg-wiki.com/bg/Aeonic_Aftermath KnifeKatRengar said: » Would there be any type of reason or use for Regen Spells on Blue Mage though? Since we can just pretty much heal ourselves to full HP? Making Regeneration Magics possibly pointless waste of BLU Points? Thats with all pieces of the Telchine Armor Set Augmented, correct? Thats pretty good HP Regen for something so simple. I am a huge fan of Regen, being a WHM back @75 Cap before I came back to the game. I wouldn't mind investing into something if it was worth it for general purpose/for the sense of reliability it brings. Since I do not trust healers very much to begin with. I would assume Enhancing Magic+Duration Effect wouldn't affect Blue Magic Enhancing Spells? Siren.Kyte
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No, stuff that's specified to be for enhancing magic doesn't work for us. As far as its usefulness- if I decide to fit it in (not hard as it's only 2 points), I like to use it with Trust healers when soloing and before large pulls that can potentially kill me.
Personally I don't have the inventory space for +regen potency gear but I might change my mind on that once they give us more space. Siren.Kyte said: » No, stuff that's specified to be for enhancing magic doesn't work for us. As far as its usefulness- if I decide to fit it in (not hard as it's only 2 points), I like to use it with Trust healers when soloing and before large pulls that can potentially kill me. Personally I don't have the inventory space for +regen potency gear but I might change my mind on that once they give us more space. Wardrobe II coming out in April!!!!!!!! Got ACC/ATTK +6 MACC/MAB +8 Refresh +2 Fast Cast +5% Spell interruption -11% augments on Herculean hands with this campaign's techniques :P
Double-dipping today:
Nice Augments!
I am hoping for Refresh +2 on Hands for most than anything. u.u Off-topic & on topic at the same time. (xD) I know this Link works for BLU spells for the old spells. http://www.skot23.com/blue/BLUMain.html I think I got this from you, Night. Is there any updated list for the new spells in the past 4yrs? I had come back recently, I've yet to find something in depth like this for the new spells. Please & thank you. =) KnifeKatRengar said: » Nice Augments! I am hoping for Refresh +2 on Hands for most than anything. u.u Off-topic & on topic at the same time. (xD) I know this Link works for BLU spells for the old spells. http://www.skot23.com/blue/BLUMain.html I think I got this from you, Night. Is there any updated list for the new spells in the past 4yrs? I had come back recently, I've yet to find something in depth like this for the new spells. Please & thank you. =) Has p.much all except the dual elemental/Vagary/Mighty Guard spells. Yeah that link is ooooooooold and I don't think was ever a primary link for hunting grounds? The one Jim posted is more up to date. Yorcia Alluvion is the best way to get the new elemental spells and Palling Salvo (can also get Tempestuous Upheaval there), Saurian Slide is easy to get in Marjami, MG is obviously best learned from Shinryu. Vagary NM spells, duh, gotta do Vagary.
I noticed he doesn't list a camp for Atramentous Libations; the easiest one I know of (albeit a bit of a hike) is D-7 on map 1 in Outer Ra'kaznar. The Dullahans there are DC to an i119 character iirc. Alternatively, you might learn it from any of the various events that feature Dullahan NMs. Siren.Kyte
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The Dullahans in Sih Map 2 (using the Ceisak teleporter) are the fastest ones to get to, albeit also more difficult than the Outer ones.
Bismarck.Speedyjim said: » KnifeKatRengar said: » Nice Augments! I am hoping for Refresh +2 on Hands for most than anything. u.u Off-topic & on topic at the same time. (xD) I know this Link works for BLU spells for the old spells. http://www.skot23.com/blue/BLUMain.html I think I got this from you, Night. Is there any updated list for the new spells in the past 4yrs? I had come back recently, I've yet to find something in depth like this for the new spells. Please & thank you. =) Has p.much all except the dual elemental/Vagary/Mighty Guard spells. Fenrir.Nightfyre said: » Yeah that link is ooooooooold and I don't think was ever a primary link for hunting grounds? The one Jim posted is more up to date. Yorcia Alluvion is the best way to get the new elemental spells and Palling Salvo (can also get Tempestuous Upheaval there), Saurian Slide is easy to get in Marjami, MG is obviously best learned from Shinryu. Vagary NM spells, duh, gotta do Vagary. I noticed he doesn't list a camp for Atramentous Libations; the easiest one I know of (albeit a bit of a hike) is D-7 on map 1 in Outer Ra'kaznar. The Dullahans there are DC to an i119 character iirc. Alternatively, you might learn it from any of the various events that feature Dullahan NMs. I am going to make something, while most likely not needed, might be something nice to have. Can I get the names of the new elemental spells? And what mobs they are obtained from respectively? I'll be posting an updated checklist of spells, as well as a link referencing the site that Jim posted. It'll be a downloadable one, instead of people only trying to check off by memory what they have. They can use the file I am making, and change the color of the spell, to signify they do not need it anymore. While using the site Jim posted, and your information Night about my above question. I don't seem to see any online, besides some really old ones. So I am going to make one thats neat & clean for anyone who might wish to utilize it. Anvil Lightning, Blinding Fulgor, Entomb, Searing Tempest, Scouring Spate, Silent Storm, Spectral Floe, Tenebral Crush; all from dual-elementals in Alluvion Yorcia. Don't recall which ones cast which, but each will cast two of these spells.
Palling Salvo is from Fluturini, and Tempest Upheaval is from Twitheryn; also from Alluvion Yorcia. Cesspool is from Rancibus, Cruel Joke is from Palloritus, Tearing Gust is from Putraxia; all from Vagary zones. Mighty Guard is from Shinryu. Glutinous Dart is from Velkk in Marjami. This page could be of some assistance regarding the elemental spells: http://www.ffxiah.com/forum/topic/46862/best-spot-to-get-the-new-dual-elemental-spells/ Siren.Kyte
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Quote: Don't recall which ones cast which, but each will cast two of these spells. They're color coded, silly I found it was rather easy to learn the dual elemental spells from Vagary's Duskbrood Gate, they are guaranteed to pop and no skirmish timer/marchland to worry about (not that its a huge deal).
Bismarck.Speedyjim said: » Anvil Lightning, Blinding Fulgor, Entomb, Searing Tempest, Scouring Spate, Silent Storm, Spectral Floe, Tenebral Crush; all from dual-elementals in Alluvion Yorcia. Don't recall which ones cast which, but each will cast two of these spells. Palling Salvo is from Fluturini, and Tempest Upheaval is from Twitheryn; also from Alluvion Yorcia. Cesspool is from Rancibus, Cruel Joke is from Palloritus, Tearing Gust is from Putraxia; all from Vagary zones. Mighty Guard is from Shinryu. Glutinous Dart is from Velkk in Marjami. This page could be of some assistance regarding the elemental spells: http://www.ffxiah.com/forum/topic/46862/best-spot-to-get-the-new-dual-elemental-spells/ Do you know the exact levels these can be learned? So I can be accurate with the checklist? In reference to Jeanpaul's post on this page: Quote: - Byrgens are always up in both Ra'Kaznar zones (albeit very deep in). They can also spawn near the Skirmish entrance in Yorcia during earth weather. - Ungeweders can spawn in Marjami and Sih, but I don't know where. I believe there's a spawn north of bivouac 2 in Ceizak, around some bees and sheep. - Baelfyrs can only appear in Yahse and Moh Gates. Not sure where in either, as fire weather is rare. Vagary might be your best bet for those spells. - Gelfyrsts can appear in Sih Gates, Hennetiel, Woh Gates, and Kamihr. I know in Hennetiel they can spawn during rain on the secret beach (south of bivouac 2, past the orobons). Which of these elemental use each respective spell? Since the NMs in Skirmish, and Vagary are named exactly the same, I am trying to sort them based on type. Also if there are some really good links to websites/posts in the forums relating to blue mage, list them as well. I will put those there too. I put a link to this awesome guide in there as well, obviously. =P Byrgen: Earth/Dark - Entomb/Tenebral Crush
Ungeweder - Wind/Thunder - Silent Storm/Anvil Lightning Gefyrst - Water/Ice - Scouring Spate/Spectral Floe Baelfyr - Fire/Light - Searing Tempest/Blinding Fulgor Bismarck.Squah said: » Byrgen: Earth/Dark - Entomb/Tenebral Crush Ungeweder - Wind/Thunder - Silent Storm/Anvil Lightning Gefyrst - Water/Ice - Scouring Spate/Spectral Floe Baelfyr - Fire/Light - Searing Tempest/Blinding Fulgor Thanks! - Where is a good place I can upload the checklist, for everyone to have access to it? If Mr Scar from Valefor likes it enough, maybe he could add it in his Guide. =P Question aside from the list. How does one get the +DMG Augments on the Skirmish Weapons. You have to do Skirmish to get those initial augments? All I can figure out, is how to add the stats like acc, attack, DA, etc. Byrgens use Entomb and Tenebral Crush
Ungeweders use Silent Storm and Anvil Lightning Baelfyrs use Blinding Fulgor and Searing Tempest Gelfyrsts use Scouring Spate and Spectral Floe Ragnarok.Jukiro said: » I found it was rather easy to learn the dual elemental spells from Vagary's Duskbrood Gate, they are guaranteed to pop and no skirmish timer/marchland to worry about (not that its a huge deal). Skirmish is likely easier, since you still need three people to enter Vagary. Doing something like a 1/3/1 Sash pop pretty much means you can summon Kirin right off and go learn spells. Plus, they repop. That said, it's a good idea to bring a buddy (or dual box) for learning these, as the additional effects can be particularly mean. If you have enough characters, may as well just do Vagary. Can call trusts in Skirmish
Apururu stays out of range of the AoEs My issues with Vagary are the three person minimum and that the dual-elementals in there don't respawn. It can work, but I've always just preferred the Skirmish route, personally.
KnifeKatRengar said: » How does one get the +DMG Augments on the Skirmish Weapons. You have to do Skirmish to get those initial augments? All I can figure out, is how to add the stats like acc, attack, DA, etc. https://www.bg-wiki.com/bg/Category:Alluvion_Skirmish_Weapons#Dusk_Stones Yeah, I seen that shortly after I asked that dumb question. I apologize. T_T
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