It's been covered several times.Originally Posted by Cythe
Use a short animation WS as they start swinging their weapon at you.
It's been covered several times.Originally Posted by Cythe
Use a short animation WS as they start swinging their weapon at you.
There is no reliable way. Crits/Crit WSs when the imp is striking is the best chance, but it will never been reliable enough to break it everytime.Originally Posted by Cythe
I figured it may have, but I didn't feel like paging through all of this topic again. Thanks though. Going to give this a shot.Originally Posted by Russta
Well I went hunting for it yesterday and blu friend got in on first imp after pld did vorpal blade for 800++ dmg.
After that we had a hard time it droping horn again and pld had to go so she changed to thf/nin with kraken, we had it drop it everytime she did true strike (While facing it).
After that i got the skill.
Also for spinal cleave i got on first qutrub but we spent like 2hrs more for my blu friend because qutrubs wouldnt drop first weapon, a smn came to help and they would drop it everytime smn did eclipse bite or rush or choatic strike (or w/e is the name of ramuh's 70 move)
Hope it helps
Actually found a VERY easy way to learn Frenetic Rip tonight. After some screwing around, I had a good idea. Anyone who has flagged "The Die is Cast"...There is a NM fight in Arrapago Reef against an Imp NM named Bukki. This thing spams Frenetic Rip at 10% HP, and you CAN learn the move from him.
The trick is this: Have someone(not the BLU learning) pop the NM. Have them immediately log off, and stay logged off until you kill it. If the BLU does not learn the spell, the person can log back on, and pop it again. There's a small delay, maybe 3 minutes max. You can keep on repeating this until you learn the spell. The NM itself is easy, and it's surefire to use Frenetic Rip. Took me 4 attempts. Hope this helps anyone else frusterated with learning this spell.
Sweet!
Pure genius. 10 hours of my life learning this spell, that I will never get back.Originally Posted by Cythe
All but one spell is on the SC chart now :D Missing:
Body Slam
Go figureAlso to test the priorities of Spinal Cleave, any one of the following SC's would be very helpful:
Spinal Cleave >> Spinal Cleave
Spinal Cleave >> Dancing Edge
Spinal Cleave >> Tachi: Jinpu
Spinal Cleave >> Starburst
Spinal Cleave >> Sunburst
Spinal Cleave >> Sturmwind
Spinal Cleave >> Spinning Scythe
You are god.Originally Posted by Cythe
Fought Proto-Omega last night as BLU/WHM. We were a bit uneasy about this at first, due to having completely striked out in Sky with gods and NM's.
I was pleasantly surprised. All my spells, save for maybe 1 or 2 Head Butts total, went through. I used Head Butt, Tail Slap, Temporal Shift, Frypan, and was able to stun stun stun effectively.
I used Errant/Mahatma at first, but changed into Melee gear and found the accuracy bonus on them helped me land all my spells. Once I had TP, I was even able to self-light without missing Cannonball (like I had on sky gods) for the BLM's to MB with. I have 6 merits into Blue Magic, if that helped any.
Off-topic, but it might be time to change your sig, since you're playing and all.
Well, BLU spells have been pretty anti-climatic. Looking at my RDM spell list I actually cast all the spells, but BLU spells don't seem nearly as well thought out and many I can't see any point of. Many sound much better than they turn out to be. Actinic Burst for instance, you'd think this would be the level 74 version of flash... Well it's AE and short range, typical of BLU spells, and the two times I've cast it, it's been resisted. I can't see any time I'd actually want to cast this spell. Temporal Shift sounds cool, but it's just a weak version of Stun which probably won't replace Headbutt when you're picking spells.
Reactor Cool and Plasma Charge oddly have random durations. I really don't understand the point of making buffs random duration like that. Very strange. The def up on Reactor Cool is small, and I'd only use it for the 15ish damage ice spikes... well I wouldn't even do that since it's 5 points to equip and any time I want def up I'll spend 1 point for Cocoon. Unlike their mob equivalent I haven't seen these paralyze or stun either.
Enervation has the potential to be a kickass spells, unfortunatly it's duration is seconds. In an XP party I tried it out for a while and if I cast it right before I started a self-chain, the magic defence down had worn before the BLM's burst spell landed. I haven't tried this yet at 75 with spell accuracy gear, hopefully this will get better, but if it's not working well in XP I dunno how it can be made to work on HNM. Has anyone tried this on an HNM yet?
Theres a few ways BLU can get magic attack bonus... but as far as I can tell this doesn't help BLU breath damage. Maybe it helps with the couple horrible non-breath spells BLU get but it would never make Eyes On Me good enough I'd actually want to equip it.
Saline Coat sounds cool, but it doesn't stack with Amplification and the duration is something like 45 seconds with 60 second recast. No idea how much magic defence bonus it gives but I'm betting on 5 like Shining Light. I'll test them both out next time I get to be BLU at Nidhogg. Maybe I'll be pleasently surprised.
Feather Barrier seems ridiculously worthless. Doing Light of Penance and having the mob do a TP move 1 second after made me never want to spend MP on that again. 1000 Needles... need I say any more about that pile of shit?
Disseverment has awesome damage on Tough but it drops rapidly on IT, but just the poison on it is well worth the MP usually... but how often do you want to give 50 TP to a mob!!! Lowring's 3 TP/tick is rarely useful and doesn't come close to compensating for BLU's massive TP giving. Cannonball and Verticle Cleave's damage is worthless without Sneak Attack.
On the plus side BLU does get some awesome spells. Magic Fruit and Healing Breeze make BLU a better support healer than SMN, with the restriction that you can only heal your own party, and can main heal in XP parties easily. MP Drainkiss and Digest are nice if you can land them, I'd take aspir and drain over them any day but when they land they're still pretty good. Diamondhide is worth the MP if 3 or more of your group is going to get hit and a bonus in situations with AE but it does seem to have a fair bit of agro attached to it.
QUIT ALREADYOriginally Posted by FFXIFlux
No, he's right. I'm disappointed at BLU endgame. I've been 75 for several weeks now.
Originally Posted by Moochi
I think its pretty obvious at least 2 of the 3 new jobs are not complete yet.
Way to ruin my blu dreams.![]()
Never fear, Lordwafik is here!Originally Posted by Not Kuno
http://img112.imageshack.us/img112/2...24859659hw.jpg
blu/nin solo, yoinked off KI
(Please correct me if I'm wrong, since I'm not a high level BLU)I concur with this sentiment. I think the biggest problem BLUs have right now is that no +Blue Magic Skill items have been added to the game. As a result of it, it means that going mostly physical spells approach nets you more bang for your buck, since the availability of +Magic Accuracy gear for BLU is very limited until 75 (Storm zucchetto and Gramary cape at 50, and Aureole, Homam zucchetto, and full Nashira at 75) and even at 75, you would need to give up a lot in other areas to get decent numbers in magic accruacy. Once they add items with +Blue Magic Skill and BLU AF (and AFb), I think certain magic spells that are not that great with connecting or sticking will become much more valid.Originally Posted by BRP
I would also say it's a good bet that when they do add such things, they will also change existing gear, such as the Elite Beret, since previous to ToAU, the Elite Beret had a magic skill for each class that can equip it, and now BLUs can equip it, but no +Blue Magic Skill.
Very nice. :3 Although that's full Homan gear. <_< No way I'd be able to get that.Originally Posted by Lordwafik