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  • Being a good Black Mage

    This post was originally intended to be a reply to the "65+ Party Invite" topic. I've made it my own topic because I believe every blm who aspires to be useful to a party read this. A lot of this information applies to blm's partying in a level 30 and over environment.

    As a level 68 blm, I can say that I am getting less invites these days than before, say below lv60. I think at this level, the only way you will win your way into a party is if 1) your subjob IS at least half the level of your main job and its whm or rdm or possibly smn, or 2) you've earned the reputation of being a blm by either being in a static party, or you've been in many different parties in which you are praised for bringing what a blm is suppose to show to a party. I can give a few tips to being a good blm that can carry you into the 65+ levels.

    - Always Magic Burst. Any chance you get, at the end of any skillchain, mb when possible. Its key to get that extra damage that will build that reputation from other people by saying that this is why blm are a very nice edition for the end of a Skillchain.

    - Use the Stat-reducing Elemental spells (i.e. Frost, Drown, Rasp, and even Bio). Yes, black mages have the highest Elemental Magic skill of any other job, so it is necessary to use these spells to reduce the mob's stats. These spells are the equivalent of what a rdm or whm uses to enfeeble the mob, except these spells can only be used by blm, and require good Elemental Magic skill, for them to stick. All of them give -5 to whatever stat they pertain to. Using Frost will reduce the mob's AGI, which will lead to more successful melee hits, which result in faster tp build up, and it also helps Weapon Skills miss less often. Using a combonation of Bio II and Drown, which reduce ATK and STR, the mob hits our melee for noticably less damage, allowing for less curing to be made. Using these at the beginning of the battle is key, and they usually wear off after 1-3 minutes, so its good to keep them on the mob even if its nearing 1/4 hp left and the skillchain isn't ready. It impresses the melee people in a party when you can actually say that you are reducing one of the mobs key stats, like Frost reducing AGI if the melee miss a lot. I've had a few melee tell me I'm one of the best blm's they've ever worked with just because I use these spells. I also have macro'ed Frost, Drown, and Bio II, and say what stat they are reducing for optimal insurance so your party won't question you. For example:

    /party Using Frost ---> <t> AGI -5
    /ma Frost <t>

    /party Using Bio II ---> <t> ATK -14
    /ma "Bio II" <t>

    And its also good to keep those macros seperate, and not together, because the different effects wear off at different times depending on how the mob resists it.

    -Cure. Your subjob is half the level of your main job right? So that is what you should be doing half of the time right? It is true where a lot of the time a blm using Cure isnt necessary, depending on party set up. But always, a blm should be considered a 2nd healer next to a whm or rdm. If you see your whm is using up too much mp being dedicated to Cure, and you have much more mp than your whm at the end of the battle, then that means the 2nd healer should also be curing, to even out the MP usage, which leads to less downtime. That should be a known fact.

    - Never over cast spells. In a lv50+ environment, I find it rare to use the same damaging spell more than three times in the same battle. I try keeping it down to once or twice per battle, for each different spell. And do not speed cast, like right at the second its possible for you to cast another spell. That kind of casting ends in two different ways. 1) you cast too much and do too much dmg to where your tank cannot hold aggro and the mob comes after the mages. 2) your fast casts are more easily resisted and do less damage because on harder mobs, it is difficult to do heavy amounts of damage quickly. Every blm should leave 5-10 seconds of homage before casting the next damaging spell, and you won't get criticized for not doing enough damage. What to cast in those 5-10 seconds? Maybe Cure a pt member or re-up a stat reducing spell. Or not cast at all, but don't do that a lot.

    These are just a few pointers that will help anybody become a more successful blm and build that much needed reputation you need to find those parties beyond lv65 that say they don't need or even want a blm in their party. Show them what you're made of, fellow blms.

  • #2
    What about if a Black Mage would take up another support job other than White Mage? I intend too. I am going use Summoner as a Support job so I get extra MP and Intelligence. I know I lose the ability to heal but I am willing to for the extra MP and Intelligence. What about spells like Blind? How effect is that at higher levels. At my level it is still highly resisted. Just curious, I want to become better, I got the whole "Don't over cast" part down.
    Creon Arcais - Rank 6 San d'Orian
    Black Mage-70 White Mage-41
    Red Mage-6 Monk-10
    Thief-47 Warrior-30
    Dark Knight-11 Summoner-26
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    • #3
      Oh I forgot! What Elemental spells stack? Frost and Choke do I think but I can't figure out how the rest goes? Is it Drown, Frost, and Choke and Burn, Rasp, and Shock in the other set?
      Creon Arcais - Rank 6 San d'Orian
      Black Mage-70 White Mage-41
      Red Mage-6 Monk-10
      Thief-47 Warrior-30
      Dark Knight-11 Summoner-26
      Ranger - 22 Dragoon - 15
      Samurai - 11 Bard - 10
      Ninja - 31 Paladin - 46

      Dynamis LS - (Can I have it?)

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      • #4
        no frost and choke do not stack.
        Think of the elemental weaknesses of each element.

        Fire > Water > Thunder > Earth > Wind > Ice > Fire

        Fire is weak to water, which is then weak to thunder so on and so forth.
        So, elements that are weak/strong to eachother don't stack such as frost and choke (ice and wind)

        A good combination to use to help the melee do more damage is Frost, Rasp and Drown. They stack and help the melee hit more often and get less damage from the monster.

        Burn, Choke and Shock also stack, but it isn't always used. I usually use frost, because it lowers agility and makes the monster easier to hit and lets the melee gain tp faster for skillchains and MB.

        Unless you are in a PT that has several BLM, I suggest using the Frost, Rasp and Drown elemental debuffs. They make a difference. Also pay attention as to when frost wears off so as to cast it again to help the melee.

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        • #5
          I am going to add on to your little list.

          GET ALL OR ATLEAST MOST OF YOUR SPELLS:

          It is really sad to see a lvl 60blm, without blizzaga. I know a couple, it also sad for melee to make up a skill chain and you have to get them to change it because you don't have the damn Spell to MB off for that SC.

          I will also say learn the different types of SC's and what goes with them. I am not saying learn everyone, but atleast learn the normal. Distortion, Scission(sp) fusion etc... Those are ones that will come up often. It wouldn't hurt for you to learn what weapons can be put together to make what chain. There have been a few times, (Sadly enough) that the melees I were with didn't know the elemental weakness of the mob that we were fighting and therefore didn't know what SC to use against it, so I had to make up one for them.

          Another thing to do, is make an escape macro. I have been in several parties with blm's that don't have an escape macro, shit I was with one, once that didn't even have the spell. (He said he didn't think it was needed.)(He accidentally was warped to his HP.) That is a very key spell, and very needed. Remember shit happens, and the one way to make people that want to party with you is, to keep them all alive when shit goes wrong. (A little note, because it seems that a lot of blm's are scared to escape. If it looks like someone might have a chance of dieing get the hell out of there. Now this is not always the case but the general rule.)

          Another thing that blm's have got to get out the habit of that I see a lot of 50+ doing is just waiting between there spells. Fire II, wait 30 seconds Blizzard II wait 30 seconds Thunder II. Don't do that, top off someone's HP before you do that. It is really unneeded for you to just wait forever to cast a spell.

          One key thing that I always make sure I do, is target the right friggin mob, there is nothing else that says, your a dumbass like casting a spell on the wrong mob.

          Hmm... I guess I could add a couple things into this later on.
          "*IT'S GONNA EAT ME!!!!*"

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          • #6
            Nice topic!

            I've been wondering for a while about which was better, the Frost/Rasp/Drown chain or the Shock/Choke/Burn chain. Since my BLM's currently in Qufim, I've mostly been using Shock/Choke for Crabs, since Choke lowers VIT, and the other chain for Pugils. I wasn't sure what would be better at higher levels, so this was nice to read. ^_^

            I think I have MB's down pretty solidly, and a nice SC chart so I almost always know what to burst with, but I've been wondering about how often I should use my magic on the mob. The only BLM I've been in a party with in Qufim (...since it's Qufim) that I consider a fairly good example was a Mithra BLM who was JP (whole party was JP except for me). She was casting Fire on Crabs (we had a NIN who was using Hyoton:Ichi, which I believe lowers Fire resistance?) and Blizzard. She'd alternate between Fire and Blizzard, wasn't resisted too often, and since she was rank 5 I believe she had some idea of what she was doing.

            I'm guessing at later levels, you'd alternate between II and III spells of the same type, with breaks in between for the tank to accumulate hate. Anyway, the point of my long-winded explanation was: is this the way it would work? Again, thanks for the nice thread. ^^
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            • #7
              That's kind of how it works, crabs are weak against Fire and Blizzard. So her casting those 2 spells made it more likely that she wouldn't be resisted.

              Later on it kind of depends. I mean to be honest, some spells you just don't use often. Like on crabs it is far and few that I cast Stone III. It's just a spell that isn't really great at times, because mobs aren't weak against it.

              As far as tank picking up hate, any good tank *cough* pld *cough* can out hate most blm's. 90% of the good pld's that I party with will hold hate over me, unless I want to just act like an asshole and play battle mage. (Really is a fun game, you should try it sometime. hehe)

              So building hate isn't always the thing. Now with a nin tanking you might have to hold back more because they don't hold hate as well as a pld. It all kind of depends on the party make up. I mean a party with 3 blm's get the great ability to just nuke like they are on crack. It really is fun, I recommend every blm try it atleast once.
              "*IT'S GONNA EAT ME!!!!*"

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              • #8
                I'm too lazy to look it up at the moment, but aren't crabs weak against Thunder and Ice?

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                • #9
                  from my mid 60's to cap I use mainly the II line of spells for my normal nukes, i only pulled out the III and IV's to either MB or kill the mob with..

                  Dia2, Frost (or burn depending), use 2 "II" nukes, wait for tank to voke again, use 2 more "II" nukes. Drain (aspir) and the melee should be ready for Skillchain and skillchain + mb will usually kill the mob. if it doesnt use a big nuke to finish it off.

                  thats pretty much the life of a BLM after 66.

                  With a dark staff + errant MP regen is insane so we can do 2300 damage or so per pull and not worry about running out of MP.
                  Tarutaru! Rank 10 San'Doria
                  BLM:74 - WHM:37 - RDM:34
                  RNG:46 - NIN:27 - WAR:20 - MNK:8

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                  • #10
                    Frost and choke do stack. Its the combo I use. And it doesnt wear.. unless someone else casts something else. Then either choke or frost poofs. If you use frost and choke, you cant use any other elemental debuffs.

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                    • #11
                      This is something i've learned as i've levelled up: watch the other mage's MP bars, and try to keep your MP about even with theirs. For example don't go down to a sliver of MP when the WHM still has 300 left. it will allow you to rest the same amount as the other mages, less downtime, more chains

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                      • #12
                        Originally posted by Erasmus
                        Frost and choke do stack. Its the combo I use. And it doesnt wear.. unless someone else casts something else. Then either choke or frost poofs. If you use frost and choke, you cant use any other elemental debuffs.
                        I don't know a polite way to say this: you're wrong. If you cast frost then choke, you will get the message "Erasmus's Choke has no effect on the Clipper." unless your frost has already worn off, and if you cast choke then frost, you will see choke wear off as soon as frost takes effect. (I've seen other BLM do both of these things, it's sad how many don't know their own job, but even if they waste 25 MP this way it's still better than fighting without a BLM).

                        It's the same for any two elemental enfeebles of adjacent elements.
                        Frost removes Choke
                        Choke removes Rasp
                        Rasp removes Shock
                        Shock removes Drown
                        Drown removes Burn
                        Burn removes Frost

                        So you can have up to 3 active at once: shock/choke/burn, or rasp/frost/drown.

                        Shock/choke/burn lowers MND, VIT and INT. This makes nukes hit harder and be resisted less, melees hit harder (including WS) and enfeebles stick easier. It is great on crabs, beetles, crawlers, and other high defense and vit monsters that take a long time to kill. It's also great on spell using beastmen since it weakens all spells they try to cast and makes it easier to silence them. If you think your party is too defensive and lacks damage output you may want to use this all the time since it strengthens both melee attacks and nukes. Also, VIT difference has more effect on dual wielders and monks since it counts for both swings.

                        Rasp/frost/drown lowers DEX, AGI and STR. The main effect of this combo is to significantly reduce the monster's melee damage output through lower strength, attack, accuracy and critical rate. Frost also lowers evasion slightly and lets your melee get a few more crits but this isn't very reliable especially against higher level monsters. Rasp/frost/drown is good against monsters with strong attacks like spiders, scorpions and pugils. It gives your healer(s) an easier time, but it can also prolong the battle compared to using shock/choke/burn, which results in slower exp and less chains.

                        These spells are significantly harder to resist than nukes, so in my experience the mob's resistances are rarely an issue for BLM casting them (RDM/BLM is sadly another story, although it could just be that I keep getting into higher level parties - I should stop accepting invites from them). However, my BLM is only level 25 so far, so it may change at higher levels. But I don't think having to recast a 25 mp spell will bother a 50 BLM much - they will probably be by far the cheapest spells you ever cast (except aspir of course ).
                        Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
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                        • #13
                          The only time I've found my elemental debuffs had a hard time landing is if the mob is strong against that elemental. For example, Torama resisted Shock at least every other fight (with ice staff), however, Choke stuck without a single resist. Burn stuck about 80% of the time, Frost stuck 95% of the time. Since getting JSE + elemental torque...I've yet to get a resist by any non-HNM mob on any elemental debuff.
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                          • #14
                            Originally posted by Karinya
                            I don't know a polite way to say this: you're wrong.
                            Lol ya i know. I jsut got posting the same thing you did on another board. I jsut got drown and choke backwards in my head somehow ( at work.. mind numbing). I usualyl use frost + DROWN. I skip rasp because I dont find it very worthwhile to have 3 on.

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