Fastrecast is specifically for things like osmosis where I want the Blu empy hands on midcast. There should be a rule for that.
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Fastrecast is specifically for things like osmosis where I want the Blu empy hands on midcast. There should be a rule for that.
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Edited my previous post, you wrote "Sinal Cleave" rather than "Spinal" in one specific occurrence
Also Spicyryan I was wondering why some BLU spells are nowhere to be found in your maps. I used the ctrl+f function of Notepad++, I literally couldn't find the following spells mapped anywhere in your lua
Winds of Promy.
Cursed Sphere
Triumphant Roar
Mysterious Light
Animating Wail
Maelstrom
Cruel Joke
Cesspool
Tearing Gust
Bomb toss
Sandspray
Any clue in which group should I put these spells?
Of course, but I have no bloody clue in which group I should put each of those spells, I'm a clueless BLU lol
Shouldn't Winds of Promy be either in the FastRecast or ConserveMP group of your spellmapping, for instance?
Triumphant Roar and Animating Wail in the Buffs mapping?
The rest I swear I have no idea lol
Ok so, check if you think this list could work for the spells that were "missing"
Cursed Sphere => Mab (a generic set I'll be using midcast for blue spells that deal magic damage)
Maelstrom => Mab
Tearing Gust => Mab
Bomb toss => Mab
Sandspray => Macc
I'm still a bit in doubts for the following three:
Mysterious Light => It deals damage but I assume it's gonna be irrelevant damage and that if you ever use that it will be to stick the gravity effect, so Macc?
Cruel Joke => Macc (deals no damage, want to increase the chance for Doom to stick, right?)
Cesspool => Mab or Macc? Maybe Macc to raise the chance to stick Plague?
To be fair I don't see me using most of these spells anytime, but I'm OCD and I just want to put them in the right place, just in case.
Thanks a lot Spicy <3
I'm nowhere close to that point yet but I was wondering about a certain use of BLU.
Like when BLU is going around gathering big trains of mobs, then stopping to cast one of the Elementals' spells (Entombment?) then another or two spells to slaughter everything.
Of course when you do that on BLU you're gonna activate a different Idle mode with capped PDT and Carmine Cuisses +1 but what I'm really wondering, shouldn't you need a special midcast set for Entombment, focusing not only on FastCast but also on, I dunno, DT?
I imagine spellinterrupt is not relevant because you would set up Aquaveil before starting the train, correct? But some DT in Midcast sounds necessary otherwise wouldn't that big train of mobs kill you when you're casting?
I dunno, I'm curious how you guys handle this, please pardon my naivety, I think it's pretty clear by now how I'm completely clueless when it comes to BLU.
Edit:
Two questions.
Spicy I noticed in your physical BLU magic set you've got a few WSD items. Is it because WSD affects Physical Blue Magic? o.o Or simply because, by coincidence, those pieces with WSD happen to also have the highest STR value among all your options?
I think it's the latter but asking just in case.
Last but not least, does "Blue Magic Skill" convert into magic accuracy for Blue magic spells? I assume so, what's the approximate conversion rate, 0.9:1?
Your line of thinking there isn't invalid, and I'd say many BLUs utilize it to some extent, though probably more with respect to not going negative (Jhakri +2 is poor for defensive and recast purposes for instance).
However, aside from the basic defenses mentioned, it's just being strategic. The nukes you learn from hybrid elementals all have an additional effect to them, and half can prevent that horde of mobs from doing much to you - Terror from Spectral Floe, Petrify from Entomb, Stun from Anvil Lightning, Flash from Blinding Fulgor. Lead with one of those, and you shouldn't have much issue following it up with another spell before the mobs can do much to you. If needed, you can hit 'em with Subduction and get out of range, or mix in a sleep as mentioned.
I typed a long post, and just erased it all.
If you are interested in my take, Sechs; with nuking it isn't a simple matter of one piece lacking something like defense or haste.
My goal, based on the content I do, is that if I hit the trigger on a nuke I want to do as much as possible for any number of reasons in my head or experience.
If I have 8 more seconds on recast for it, that isn't really ever an actual problem for me in practice.
I know if I am going to die from casting something. I don't make a weak nuking set with DT to try and get a spell off as that is not practical. I would sooner use a different spell like Occultation or Dream Flower if it was that dangerous.
People make a big deal justifying their choices over things that really aren't as important as they make them out to be.
There are a great deal of scenarios that could be discussed. It is best not to get too general.
Thanks for your insight, both of you
BLU debuffs, focus on macc (and blu skill).
On a couple of slots I'm torn between Ayanmo and Jhakri.
They provide the same amount of macc but Ayanmo has Haste, HP, MP and DT, whereas Jhakri has lots of INT (and sliiiightly less MND).
So: does INT convert to macc for blue spells? Because I prefer Ayanmo, but if INT converts to macc then I should probably use Jhakri?
Seen from a different perspective: for "regular" spells INT converts to macc for black magic and MND converts to macc for white magic.
What happens for blue magic? Stats are irrelevant? INT converts to macc? Or, worst scenario for me, INT converts to macc for debuffs that would normally be black (say: blind) and MND converts to macc for debuffs that would normally be white? (say: silence)
Yeah it's the third scenario I described, the worst.
Makes the choice so hard with the gear I have currently available...
Guess I will stay with Ayanmo though. The additional acc I would get from Jhakri is not huge and wouldn't even work on all spells, plus I would lose the handy Haste/HP/MP/DT from Ayanmo.
Will update eventually with AF/Relic/Empy+3 anyway.
Thanks Spicy <3