Which would be active 33% of the time.Originally Posted by Jooeetheplatypus
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Which would be active 33% of the time.Originally Posted by Jooeetheplatypus
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NO!Originally Posted by fantasticdan
No, it's +4 if you put the RSE set in the NPC storage like a normal person. It's taking up space somewhere that could be used for something else and it really isn't worth it.Originally Posted by Deftscythe
Crow isn't that good, because if you're getting attacked and you shouldn't, it probably isn't your fault. Also, if the tank dies and you need to take damage, you probably wont want enmity minus, since at that range you can still tank reasonably well. The set is only especially good for MNKs because of their total lack of control over their damage output. Att + 5 is better than anything AF legs offers, but it's still marginal considering how little it will do for your damage.
My point isn't that AF pants are good, it's just not as horrible as you're making it seem, since there are few options that are substantially better.
I missed out, but AF pants are indeed good, esp as a free subsitute for /THF Cannonballing. The Interruption Rate Down also helps ALOT, esp on longer casted spells, while being on the top of a mobs hate list.
Agreed, but those are the only two situations in which the pants are of any use at all. If you have hate, or if you are using a VIT based spell.Originally Posted by Sho
Due to the nature of BLU, that may happen more often with one person than another.
People sometimes forget that this job can be played in a couple of different ways while still being effective.
Improving nukes, adding more BLU skill items, unlocking White Wind, and lowering Diffusion's recast would really allow the job to do anything. :x
lolOriginally Posted by Sho
I used the AF legs for solo for a while, but used republigars in parties. I did use the AF boots thou, rather have the enmity- and mp+ over the 3 dex, and I think I used them for solo until I could equip homam.
Expansion better have aquabreath.
Better have a mob with Might Guard god damnit.
The game already has Aqua Breath, Adamantoise use it.
Verd.Originally Posted by Marcicus
I've seen very similar results with myself and other BLU's. Of course playstyles will differ from player to player. I prefer to go /THF when possible with +50 acc for TP swaping to +65 STR for Chain Affinity. I usually TA Disseverment the tank at the start of fights and CASA Vertical Cleave whenever CA is up. One thing though is I don't like to sit on TP so I'll fire off SA Savage Blade or throw in a Vorpal if CA and SA aren't up. As far as self SC'ing, sometimes it's hard to get one off without getting interrupted by another melee spamming WS's. However, when I pt with my other BLU friend we do our best to create a 3 way SC with her self SCing distortion and me closing with SA Vertical Cleave. Most of the time someone interrupts and it becomes pointless to keep tryingOriginally Posted by Coolmints
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One thing I wanted to point out though is that a lot of people seem to forget that our melee damage does count and they neglect to do what they can to boost melee performance. Melee damage is as important as our spells are.
No shit matlock, I was talking about a blu learn-able version. We obviously don't learn adamantoise's version of head butt either, many mobs have TP moves with overlapping names.Originally Posted by LD
I kinda hope white wind potency will be based on max hp(it was in a previous game), similar to drg wyvern healing breath. Puks are supposed to be "wind wyverns" after all.
AF boots, I still use, hehe. Only with my BLU/COR evasion build, however (It's good shit, 257+80ish Evasion). Homam in everything else that's to be melee'd, and Marine for spells.Originally Posted by fantasticdan
Damn well better have Aquabreath (not in Blue Magic dat section). White Wind is still floating about in the dats, so one must continue to be hopeful.![]()
[quote=Sho]AF boots, I still use, hehe. Only with my BLU/COR evasion build, however (It's good shit, 257+80ish Evasion). Homam in everything else that's to be melee'd, and Marine for spells.Originally Posted by fantasticdan
Damn well better have Aquabreath (not in Blue Magic dat section). White Wind is still floating about in the dats, so one must continue to be hopeful.[/quote:73a3e]
no Denali Boots gtfo! j/k ;p wish those f'ers would drop... heck wish anything would drop :/
I do too. ; ; Oh, and give us Trine/Magic Breath prz, or Grand Train. >_> Am I asking for too much?
What did grand train do?
Originally Posted by Delekii
I use them for ballista :D
Originally Posted by fantasticdan
My apologies. I believed you were ignorant, you're simply a jackass. Mea Culpa.
You realize it's just as likely they'll make a weaker adamant mob with the same moveset, right? Wouldn't be the first time...
It did a shitton of damage, that's what the fuck it did. It looked like some sort of spatial rending technique. I don't know how to describe it.Originally Posted by fantasticdan
I think I main healed on my BLU for most of 65-75, it was pretty fun and a nice change of pace.
I see a lot of little things making BLU alot better than it is. I had no trouble keeping up with merit parties before the 2H buff, but I haven't had a chance to play around with it post patch. We could definitely use a set of JSE around level 70-73 to fill the AF / Homam Gap, seriously. It's kind of sad the lack of choices we have gear wise at that level. I wouldn't mind seeing some 45+ Damage Swords either, or more along the lines of Perdu's effectiveness. If WotG comes out and we still dont have AF+1 or AFv2, I'm going to be extremely pissed off.
I know some people won't agree with it, but I wouldn't mind seeing Fully Merited Diffusion at 2 minute cooldown, seriously. The way it is right now, its absolutely worthless and people don't even put points into it. I don't see any reason why the cooldown is so high, and it can't be dropped down to CA/BA cooldown.
Make some of our spells depend more on strength, or improve their damage. Spells like Vertical Cleave, Spinal cleave, etc are worthless without a Thief Subjob, imo one-hit spells like these should be more reliable damage, although they probably wont do more damage than our big multi hitters, but they should also be safer to use (not feeding mobs millions of TP, but also doing good damage.)
Give us the rest of our spells, I don't know how hard it can be when several of them are in the dats already, and all you have to do is give us the ability to learn them. There are seriously about 60-80 Blue Magic spells in the game right now that we don't have, and most of them are amazing and I could see lots of potential use for them. Also, it would be nice if some of our spells could target other party members (Refueling, Reactor Cool, Cocoon maybe (possibly overpowered) ) and if our fucking healing spells could target alliance members, or maybe people outside the party. I don't know how many times I've been running around in a lower level zone and someone is getting destroyed and I can't do anything but watch the die because I can't heal lol.
Uhh... /rant off, just some things I would like to see for my favorite job :O
Wild carrot/magic fruit castable outside of party is the most obvious fix to blu, I've been complaining about it since the job came out, a long with the shittyness of nearly all damage dealing 'magical' magic. Someone that has the opportunity to talk to SE about job balance with SE at an interview or whatever should at least bring those up. Other stuff like hastaga and JSE we might see in the expansion, so no sense in whining to SE about it at this point.
And I agree diffusion timer should be lower, but two minutes would be broken. It would suddenly be easily possible to keep things like cocoon, reactor cool, saline coat, amplification etc full time on parties extremely easily with one blu swaps. I think ten minutes meritable down to five/six would have made the most sense.