The triple attack is better than our double attack, if you have the points it's worth it. /WAR seems like an attractive option that I've yet to try out.
The triple attack is better than our double attack, if you have the points it's worth it. /WAR seems like an attractive option that I've yet to try out.
As byrth said, it's likely a whole number. 5% TA 7% DA is logical. You'd have a hard time finding a better use for the 7 points, assuming Almace. Though I agree, the difference is small.
Yeah assuming 4.5 and 7.5 values unless you /war that's like 1.5% increase in abyssea and .9% increase outside... I'd almost be willing to bet the stat mods you can get with those 7 points would do about as much.
So is there a trick to getting golems to use Heavy Strike? They just seem to spam crystal weapon
Nope, there isn't. Ullikummi in Sky spams the crap out of Heavy Strike, if you can learn it off him. I think the problem with Crystal Weapon is that it's actually several TP moves named the same thing (for each element) so the odds of them using it instead of their other TP moves is rather high.
About the same honestly. With the addition of Sudden Lunge and Heavy Strike we can tear through weak mobs even more effectively, particularly things that don't build resistance to stun, but it's not like other jobs have a whole lot of trouble with that content either. Newer content, a setup that doesn't involve BLU probably does it better. We bring a lot of unique procs to Voidwatch but that's almost a curse rather than a blessing since you end up spending most of the fight setting procs, casting procs, setting new procs, etc.
The ones in Ule use it, it's just really uncommon, the golems simply have too many TP moves. Your best bet is to do Sisyphus like Draylo said, he literally spams that shit.
I doubt you could solo Sisyphus straight up though. If you're trying to learn solo, just keep spamming the golems. Personally, for mobs with that fast of respawn, I only let them get off one TP move (usually just as they fall below the 25% HP mark) and just kill it and move on to the next one. It's really not worth taking off your weapon or turning around to let it beat on you to get TP like the old days since you'll never run out of them. Also, by killing them more, you get XP, Cruor, and boxes.
Nope I didn't solo it, had a WHM there. I'm sure you can find two~three other BLU's who need it as well which is enough provided the tank has EVA set and the others aren't idiots.
For a lot of the new spells I just went BLU/BLM, took down to 25%, turned and spammed Stone. BC and AR gear/trait were more than enough to keep MP up. When done, warp home. Easy when you can get a spell from an EP or lower, and in Abyssea you can just set 3 regen atmas and not worry about healing. Took me 4 golems to get Heavy Strike, two of which never used it. Mortal Ray probably took me the longest, going something like 1/15. Either way, much as it sucks having spells from mobs with 5+ TP moves, not much you can usually do other than endure.
Anyone have a rundown of the new spell traits/upgrades we get from this update? Has anyone noticed any upgrades to traits we've previously had?
I put everything I could find on bgwiki when we had test server access. Check it out.
https://www.bg-wiki.com/bg/Category:Job_Traits
Store TP is missing on there, was before test server and updated after update/test server with cheaper set cost.
Tail slap + fantod or sickle slash was pre-update. I know Fantod + Tail slap made a cheaper combo, seems sudden lunge can too?
Counter also not on there, dark orb + asuran claws for cheaper set combo vs enervation + claws.
Store TP II? Wasn't aware we got that.
Actually, this is the page I should have listed: https://www.bg-wiki.com/bg/Blue_Mage_Job_Traits
Also, I apparently didn't put the BLU traits after Resist Sleep onto the trait pages.
Heavy Strike: Damage varies with TP.
92BLU
STR+2
32MP
Type: Physical
Element: N/A
2 Set Points
Casting Time: 1 second
Recast Time: 30 seconds
Notes: 2.25fTP 75%STR Autocrit
Severe accuracy penalty.
Sudden Lunge: Damage varies with TP. Additional effect: "Stun."
95BLU
HP-5 MP-5 DEX +1 AGI +1
18MP
Type: Physical
Element: N/A
4 Set Points
Casting Time: 1 second
Recast Time: 12 seconds
Notes: 1.0 fTP 50% STR 50% AGI
Stun effect is exceptionally strong and accurate.
Does not reduce caster's HP.
White Wind: Restores HP of all party members within the area of effect.
94BLU
HP+5 AGI +1
145MP
Type: Magical
Element: Wind
5 Set Points
Casting Time: 7 seconds
Recast Time: 20 seconds
Notes: floor(HP/7)*2, also augmented by cure potency
Barrier Tusk: Reduces the amount of damage you take.
91BLU
HP+15 MP-15 VIT +3
41MP
Type: Magical
Element: Earth
3 Set Points
Casting Time: 6 seconds
Duration: 60 seconds
Recast Time: 60 seconds
Notes: Reduces damage taken by 15%, calculated after PDT and MDT gear. (Multiplicative)
Water Bomb: Deals water damage to enemies within area of effect. Additional effect: Silence.
92BLU
MP +20 INT+4 MND+2 STR-3 VIT-3
67MP
Type: Magical
Element: Water
2 Set Points
Casting Time: 3 seconds
Recast Time: 32 seconds
Notes: dINT*1.5, 20% INT 10% MND, 2fTP
The silence effect lasts for 60 seconds.
Mortal Ray: Inflicts Doom upon an enemy.
91BLU
STR +2 MND +2
267MP
Type: Magical
Element: Darkness
4 Set Points
Casting Time: 8 seconds
Recast Time: 2 minutes 30 seconds
Notes: Gaze attack with low accuracy, the doom effect appears to take 60 seconds to kill the target and will wear off if you venture too far from the foe that is afflicted.
Dark Orb: Deals dark elemental damage to an enemy.
93BLU
AGI+2 MND+2
123MP
Type: Magical
Element: Darkness
3 Set Points
Casting Time: 9 seconds
Recast Time: 1 minute 12 seconds
Notes: dINT*2, 40% INT, 4.5fTP
Thunderbolt: Deals Lightning damage to enemies within the area of effect. Additional effect: "Stun."
138MP
Type: Magical
Element: Lightning
Casting Time: 4 Seconds
Notes: dINT*2, 30% INT 20% MND, 4fTP
~10 second stun duration
Harden Shell: Enhances defense.
20MP
Type: Magical
Element: Earth
Casting Time: 3 seconds
Duration: 90 seconds
Notes: +100% Defense
Heavy Strike = Double Attack
Water Bomb = Conserve MP
Mortal Ray = Dual Wield
Barrier Tusk = Max HP Boost
Dark Orb = Counter
White Wind = Auto Regen
Sudden Lunge = Store TP
All of the new spell info you'll ever need, from when I tested them on the test server and some small adjustments based on live.