Atropos, you should know better than to do side-by-side comparisons in a group with 3 BLM, much less judge the value of a BLM by the numbers he puts up onscreen. It's NOT like you get into 3 BLM party configurations 9 days out of 10. =P
(1) All of you are casting the same spells. Sure, if you measured up the damage, the difference doesn't mean much of anything. So what? I don't care if the BLM in my party nukes for 300 instead of 320. As long as you're picking the right spells, that's all that matters, as far as nukes go - granted, the Ice Staff you use will improve your damage numbers overall by a nice chunk, but that sort of impact is still very subtle, as you aren't the only one contributing damage. I would be more concerned if the BLM in my party were missing Magic Bursts constantly, or bursting with the wrong element (if I ever see another BLM Magic Bursting Water III on a Robber Crab off of Distortion I think I'll go postal).
(2) Coming back to the Ice Staff, that +elemental skill means your elemental debuffs land more often, and are resisted less. This is much more of a concern, as the difference can be felt if you're paying attention. Successfully landing Shock means your red mage now has an easier time landing Slow and Paralyze. Successfully landing Frost means your melees hit more often. Etc.
(3) Dark staff. I just got this staff myself and boy is it ever useful. Ok, so in your one party you ended up with MP at the end of a successful chain. This is a bad thing? What happens when you get a link have have to burn MP every minute or so to drop a Sleep II on the linked monster? The poorly equipped BLM in your party would be hard pressed to keep that up. More MP in reserve is GOOD, because it isn't the chains where you have extra MP that matter... its the chains where Bad Stuff Happens when you'll kiss your Dark Staff because you had enough MP left to Sleep II and Escape when that extra monster pops on top of you.
You seem to be looking for a tangible difference in the numbers, and I really think that's a mistake. Bigger numbers don't make the difference between good players and bad - it is more about how much easier you make the gaming experience for the other 5 people in your party. Numbers play a role, but it is a very small role.
You want to know what I consider the most important things for a BLM are?
- Aggro control. Good BLM know when to back off to avoid getting attacked.
- Timing. Landing Shock early to give the other mages a better chance to land their spells. Accurate Magic Bursts. Being quick to /heal once you are certain a battle is over, or knowing when tossing a big nuke will end a fight 15 seconds sooner.
- MP management. Knowing that Aspir works on certain enemies and taking full advantage of it. Being conscientious about resting, as well as knowing when to use abilities like Divine Seal and Elemental Seal.
- Awareness. Recognizing when links/spawns occur and reacting quickly and appropriately with Sleep/Sleep II/Escape/whatever.
- Knowing your spells. Knowing not to cast Bio II if you've agreed to let the RDM or WHM cast Dia II. Knowing that Drain is often one of your most potent spells. Knowing that Poison is about as useful as a leaky submarine past level 10. Knowing that Blind gets overwritten by Flash as well as Kurayama : Ni.
You'll notice that none of the above have anything to do with the damage numbers that a BLM puts up. See my point?
Icemage
(1) All of you are casting the same spells. Sure, if you measured up the damage, the difference doesn't mean much of anything. So what? I don't care if the BLM in my party nukes for 300 instead of 320. As long as you're picking the right spells, that's all that matters, as far as nukes go - granted, the Ice Staff you use will improve your damage numbers overall by a nice chunk, but that sort of impact is still very subtle, as you aren't the only one contributing damage. I would be more concerned if the BLM in my party were missing Magic Bursts constantly, or bursting with the wrong element (if I ever see another BLM Magic Bursting Water III on a Robber Crab off of Distortion I think I'll go postal).
(2) Coming back to the Ice Staff, that +elemental skill means your elemental debuffs land more often, and are resisted less. This is much more of a concern, as the difference can be felt if you're paying attention. Successfully landing Shock means your red mage now has an easier time landing Slow and Paralyze. Successfully landing Frost means your melees hit more often. Etc.
(3) Dark staff. I just got this staff myself and boy is it ever useful. Ok, so in your one party you ended up with MP at the end of a successful chain. This is a bad thing? What happens when you get a link have have to burn MP every minute or so to drop a Sleep II on the linked monster? The poorly equipped BLM in your party would be hard pressed to keep that up. More MP in reserve is GOOD, because it isn't the chains where you have extra MP that matter... its the chains where Bad Stuff Happens when you'll kiss your Dark Staff because you had enough MP left to Sleep II and Escape when that extra monster pops on top of you.
You seem to be looking for a tangible difference in the numbers, and I really think that's a mistake. Bigger numbers don't make the difference between good players and bad - it is more about how much easier you make the gaming experience for the other 5 people in your party. Numbers play a role, but it is a very small role.
You want to know what I consider the most important things for a BLM are?
- Aggro control. Good BLM know when to back off to avoid getting attacked.
- Timing. Landing Shock early to give the other mages a better chance to land their spells. Accurate Magic Bursts. Being quick to /heal once you are certain a battle is over, or knowing when tossing a big nuke will end a fight 15 seconds sooner.
- MP management. Knowing that Aspir works on certain enemies and taking full advantage of it. Being conscientious about resting, as well as knowing when to use abilities like Divine Seal and Elemental Seal.
- Awareness. Recognizing when links/spawns occur and reacting quickly and appropriately with Sleep/Sleep II/Escape/whatever.
- Knowing your spells. Knowing not to cast Bio II if you've agreed to let the RDM or WHM cast Dia II. Knowing that Drain is often one of your most potent spells. Knowing that Poison is about as useful as a leaky submarine past level 10. Knowing that Blind gets overwritten by Flash as well as Kurayama : Ni.
You'll notice that none of the above have anything to do with the damage numbers that a BLM puts up. See my point?
Icemage


) i partied with a taru blm 1 level lower. his equipment wasn't bad, i'd say it was about average, however, an hour or so into the trip, he took notice of how much damage i was dealing (and how it was much higher than his) and was quite shocked. was it all really worth it? most definitely.
) Oh ya, 60k of chr eq so far and I don't notice much difference either.... it's all about levels.

hehehe)
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