Oh right, in case people were wondering how I got my Spiritreaver Automaton to hit that hard... this is it's loadout. Ice Affinity: Arcanoclutch / Arcanoclutch II / Ice Maker / Amplifier / Amplifier II / Tactical Processor Light Affinity: Optic Fiber / Optic Fiber II / Arcanic Cell / Arcanic Cell II Dark Affinity: Economizer / Mana Tank IV (Ice x2~3 or Ice x3 without Overdrive, Light/Dark/Ice with Overdrive) This is the equipment set. You can actually melee in the set and generate skillchains easily if you have Samurai Roll. www.ffxiah.com/item-sets/379657 (Max out Pet: Magic Damage) If you do not need the Ukko Sash's Magic Accuracy then Moonbow Belt +1 will work nicely for more TP. The Automaton will use Magic Mortar pretty much as soon as it gets 1000% TP from the Arcanic Cells, chain it with Victory Smite for Light or Stringing Pummel for Darkness depending on the element you need. The Automaton will automatically detect what it needs to cast and will act fast thanks to the Tactical Processor. The Tactical Processor will also cause it to follow-up with a lower tier spell which casts faster to land another burst in the window.
@@drakewarnock1239 It's not that hard. If the code is too spaghettified to break the cap, then just make their MBs hit twice or thrice. A simple fix that even a first year comp. sci student could make.
@@Fermion. True, but then you run into the whole issue where multiple hits during a burst window do less damage with each spell. Having each spell hit multiple times would exacerbate that problem and would make having more than one burster untenable. More so than it already is anyway. I assume if it were as easy as making spells hit multiple times they would have implemented that by now. That being said, it might not be a terrible idea. If they really let you pump up magic burst damage that way, so you can throw out 200 or 300k spells it could change the party setup people use back to what it was before, where you have a couple of people skill chaining, one person magic bursting, and then three supports or something. I actually thought of a way that they could add a trait that casters could get that allowed them to burst multiple times on the same spell. And the higher ranked tiers of the trait would give them stupidly high +magic burst damage on their second/third/whatever bursts to compensate for the damage being limited from the multi-burst wall. It would kind of be like the magic equivalent of Smite, and you could give the most to Black Mage so they can keep being the kings and queens of magic bursts. But again it would completely destroy the ability to have more than one caster in a group. But right now people don't really want casters at all in their groups so...it probably wouldn't be an issue. There is also the balancing aspect of it. Having magic bursts do like 300k per cast wouldn't really be that unbalanced compared to physical DPS popping off 99k skillchains every few seconds, sure, but I think dropping those big magic bursts on top of physical DPS already doing that is going to make a lot of content really, really easy to complete. But given the master levels system they've implemented it does seem like they're gearing up for some new, probably much harder content. So maybe the new enemies will need 300k magic bursts?
Got some nice discussion going on for this one! congrats. Unfortunately I had to re watch it because between the background music and voice, I fell asleep first time.
I miss the huge MB numbers and wish they would break the cap for BLM specifically. To potentially make classic SC MB relevant and focused in harder content. Timing spells, SCs, and MBs was a very satisfying feeling.
Make another job trait akin to “break damage limit” that scales up by tier. That could be affected by gear. Also, I’d be interested to see shattersoul changed to “increase max magic damage inflictable. Percent increase affected by TP”
I've never really played/leveled BLM, but have always wished there was any sort of functional use of black magic on DRK. I'm aware of there being some niche cases where a DRK can make use of it for a purpose, but I'd love it if all elemental spells (all the way down to Stone I) from the various jobs could contribute to some sort of elemental cycle break that BLM would be the best at capitalizing on. Maybe even make it like a slower version of the old NIN elemental wheel. Everyone spams the hell out of the weak element of a mob, then with enough hits with that element their resistance could get broken (think a log message like "The 's ice resistance is completely broken!"), then after a window of 10~30 seconds wears off the mob's vulnerability would shift to the next element in the wheel, and the cycle could repeat. One of the traits you list could be worked to give BLM a particularly high bonus during that break window. Essentially I'd like to see BLM fixed, but also see black magic given a greater purpose for everyone that can use it.
@@SplitFinn cool. Thanks for the reply though. Still love your guides they are very helpful. Would love to pick your brain sometime about Geo and what spells are most useful in endgame scenarios.
If empyrean gets a +2-3, let’s rework BLM empyrean gear to reflect the new changes (for ex: BLM hands boosting its existing magic crit rate and damage way high) Also, that’s a nice touch with Cascade being the magic equivalent to a MNK’s impetus (only without starting over if you miss)
I still haven't come close to capping in ff14 and find it hard to come back. But your videos are endlessly fascinating and continue to tempt me to come back
I liked your sugestions alot, it would finally give magic crit a reason to be used, and maybe even push some low tier spells into 99.999 realm which would generate mp efficient nukes, could work really well, at least it is better then my idea which was allow magic bursts on blm to be aoe ,making an niche for aoe nuker,but that would be way more extreme then what you are sugesting there so i like your sugestions way more.
@@SplitFinn Damn, I didn't even know that existed for BLM. I overlooked it as an APOC DRK, but often forget that some scythes can be used by BLM and BST.
Great video, and some very valid points made, especially in keeping the nuke wall, but increasing other attributes to compensate for single Blm usefulness. My only rejoinder is that multiple smn's can do this without a nuke wall of their own, so why let them have all the fun? I feel the 'aga damage reduction nerf should be removed, since basically every other class that can aoe, or has a strong aoe WS doesn't have that restriction. Or if that is too OP with Manawall and AF3 body, maybe make the 'aga nerf activate only when Manawall is active. Vidohunir should be a ranged ws like Myrkr. Oh and give Blm Catastrophe!
I agree. they need to be buffed like crazy. especially as a black mage primary. give me power!!! I have a full relic +3 set and a mythic R15 !!!! I want my job back!
I always thought that they have multi hit weapon skills, they should have multi hit spells. For example, spell name cluster bomb, fire damage, maybe 5 hits and the damage can be for example 30k each hit. That would allow for blms to hit pass the 99k dmg cap.
One of the main issues beyond enemies high SDT is also an enemies extremely high mdb. The majority of nms are very high in terms of mdb and the way malaise or any form of mdb dow work is completely different than that of defense down. Vidohunir needs to be a -% mdb down effect and malaise needs to be too. Adding more magic attack or magic damage will not help much vs those of extremely high mdb and that is where blm falls behind extremely far vs melee groups.
A lot of the questions you brought up were from how the game used to work back at the 65 cap, not the 75 cap. Ancient magic was designed with the entire party working together back when leveling parties needed all 6 party members working as a unit to take down VT and IT mobs. The ninja wheel was the only one that made sense as the second spin of the wheel used to do massive damage so it wasn't even viable until after level 32, which was considered subjob cap back then. A lot of the problems with blm are from game engine mechanics dealing around slower weapon skills and burst magic damage being once every 3 mins instead of 20 seconds. But man do I miss this game
It will be interesting to see what SE actually does. Seems like it’s in an even worse place than pld, rdm and mnk were in the past yet they did a good job improving both of those jobs. Atm the only content it seems to shine in is cp farming but then what are you even mastering it for if you never actually use it?
I fully agree, sadly, or a merit to you really have nothing to add to your suggested changes. More or less my thoughts as it sucks being irrelevant for so long... for such obvious reasons!!!
I really hope they overhaul BLM. Its always been the job I loved through the franchise. And what Ive wanted to play, but its limitations have barred me from playing it these days. The question posed by my LS is why play BLM when SCH exists, which honestly is sad. Imagine being beat in damage by a hybrid job lol.
I do wonder if some people do not utilize BLM in regards to some lesser used spells. Most mages use the Aspir spells to replenish their own MP, but I wonder how useful it is to strip NMs of casting capability if a BLM (or BLMs), constantly rip MP from the mob.
I can attest that it is quite amazing. You can lower a mob's stat by 85. Last resort gives job ability haste without hasso's increased casting speed. I use Clastrum and with the aftermath up I have -50% damage taken and near invincibility with mana wall. With the very high magic evasion on relic+3,you have nothing to worry about from aoe attacks.With aftermath and refresh 3 I get almost 30 mp a tick(120mp in 12 seconds). You also have access to some very good added effect weaponskills that stack with geo bubbles. Shell crusher -25%def. GoT -25% mob attack. Shattersoul -10 magic def. Myrkr self erase removes 2 effects. Also the added effect dispell on Clastrum is really nice. But the best thing is watching all the melee drop dead around you and you still have near max hp and mp the entire fight.
That’s actually weird hearing such. Back before I quit in 2016 I recall BLM lighting up targets. Now that I have returned back to game I am doing capped Dmg MB and absolutely decimate targets that others sometimes just use DD on. I don’t see the problem at all whatsoever. BLM is broken OP.
Been saying that for years about Ninjutsu and AM giving the opposing element debuff. Just like you said... IT IS DUMB. A couple ideas I've thought about revolve around casting multiple spells at once. Having either or both 6 and AM2 be multi strike spells. Or perhaps a trait like "Multicast" which allows BLM to set custom spells that will cast up to 3 spells at one time for an added MP cost as a penalty for combining spells, or the trait gives a chance to cast the same spell up to X times. The first idea of multicast could be set in a sub menu like BLU spells and you get a bonus for certain combinations or order. I would also have any of these ideas bypass the MB wall so other nuking jobs are blocked from spamming MB but relieves that nerf on BLM if a multicast kicks in.
@@rashrash6478 Maybe originally it would make more sense for RDM but since SE has a habit of painting itself into a corner (and refusing to undo over corrections) here we are. Now it needs to go to BLM to try to balance.
I think now we have schs nuking for cap, blm should get an ability that breaks damage cap, make it a stance all mp costs +50% increases cast times and flaws your defence or something~ Blm should be the king of elemental damage.
uncap BLM DMG ! increase the magic accu to avoid big resistance on HQ monster ! add iLVL to Aegis, Ochain, Gjallarhorn, and Daurdabla, oh wait that's not the today topic ! Give me the name of another class that has its damage reduced if it uses a special attack at the same time as another?
I want BLM to have more utilities and make the job fun to play rather than just straight up boosting magic DMG, no matter how many magic dmg they add, with current resist wall system, BLM will always outclassed by COR.
I'm not sure I could return to retail, as there seems to be so many balance issues. It's to be expected with how drastically the game has changed from is original design principals. Great content Rua ; always good to see how the game is doing.
I was shocked you said nothing about how black mage was the King of elemental and AOE nukes when it was created. You touched on how its getting dethroned with elemental dmg but what about AOE? BLM was nerfed a long time ago. Today we have other jobs that don't suffer from the same nerf blm got. I.E. Blu with its AOE spells can lay waste to many foes at once.... BLM might take one or 2 out the rest will take a lot less dmg. I agree with most of the points you make but I am in the camp that blm will never really be fixed..
True BLMs are far & few between. I see now. I watch others doing tier 1 spams and occasional MB Aja and thinking LOL. Then I am seeing other BLM doing 30k max MB and taking full duration to kill Kei + almost timed out while also thinking to myself LOL. It just is what it is I guess. /salute
I agree with Rua on BLM, but what he thinks about BST changes being good thing, hell no! Blackmage gonna nuke, but beastmaster gonna to DPS 😒.... I don't agree with Rua or Devs this is just stupid.
I like these suggestions a lot, BLM has felt pretty underwhelming since I entered the 119 era, and this sums up why expertly. Great vid!
What up!
Oh right, in case people were wondering how I got my Spiritreaver Automaton to hit that hard... this is it's loadout.
Ice Affinity: Arcanoclutch / Arcanoclutch II / Ice Maker / Amplifier / Amplifier II / Tactical Processor
Light Affinity: Optic Fiber / Optic Fiber II / Arcanic Cell / Arcanic Cell II
Dark Affinity: Economizer / Mana Tank IV
(Ice x2~3 or Ice x3 without Overdrive, Light/Dark/Ice with Overdrive)
This is the equipment set. You can actually melee in the set and generate skillchains easily if you have Samurai Roll.
www.ffxiah.com/item-sets/379657 (Max out Pet: Magic Damage)
If you do not need the Ukko Sash's Magic Accuracy then Moonbow Belt +1 will work nicely for more TP.
The Automaton will use Magic Mortar pretty much as soon as it gets 1000% TP from the Arcanic Cells, chain it with Victory Smite for Light or Stringing Pummel for Darkness depending on the element you need. The Automaton will automatically detect what it needs to cast and will act fast thanks to the Tactical Processor. The Tactical Processor will also cause it to follow-up with a lower tier spell which casts faster to land another burst in the window.
Removing the 99k damage cap for bursts would definitely help. Blm easily runs into that wall.
I've been saying this for years. Making BLM the only job to be able to do this.
That would be nice, but I honestly don't think it would be possible. They'd probably break the entire game if they tried.
@@boilingdown BLM MBs or Summoner's Astral Flow BPs such as Inferno/Diamond Dust/Judgement Bolt etc
@@drakewarnock1239 It's not that hard. If the code is too spaghettified to break the cap, then just make their MBs hit twice or thrice. A simple fix that even a first year comp. sci student could make.
@@Fermion. True, but then you run into the whole issue where multiple hits during a burst window do less damage with each spell. Having each spell hit multiple times would exacerbate that problem and would make having more than one burster untenable. More so than it already is anyway. I assume if it were as easy as making spells hit multiple times they would have implemented that by now.
That being said, it might not be a terrible idea. If they really let you pump up magic burst damage that way, so you can throw out 200 or 300k spells it could change the party setup people use back to what it was before, where you have a couple of people skill chaining, one person magic bursting, and then three supports or something.
I actually thought of a way that they could add a trait that casters could get that allowed them to burst multiple times on the same spell. And the higher ranked tiers of the trait would give them stupidly high +magic burst damage on their second/third/whatever bursts to compensate for the damage being limited from the multi-burst wall. It would kind of be like the magic equivalent of Smite, and you could give the most to Black Mage so they can keep being the kings and queens of magic bursts. But again it would completely destroy the ability to have more than one caster in a group. But right now people don't really want casters at all in their groups so...it probably wouldn't be an issue.
There is also the balancing aspect of it. Having magic bursts do like 300k per cast wouldn't really be that unbalanced compared to physical DPS popping off 99k skillchains every few seconds, sure, but I think dropping those big magic bursts on top of physical DPS already doing that is going to make a lot of content really, really easy to complete. But given the master levels system they've implemented it does seem like they're gearing up for some new, probably much harder content. So maybe the new enemies will need 300k magic bursts?
Got some nice discussion going on for this one! congrats.
Unfortunately I had to re watch it because between the background music and voice, I fell asleep first time.
I miss the huge MB numbers and wish they would break the cap for BLM specifically. To potentially make classic SC MB relevant and focused in harder content. Timing spells, SCs, and MBs was a very satisfying feeling.
Make another job trait akin to “break damage limit” that scales up by tier. That could be affected by gear. Also, I’d be interested to see shattersoul changed to “increase max magic damage inflictable. Percent increase affected by TP”
I've never really played/leveled BLM, but have always wished there was any sort of functional use of black magic on DRK. I'm aware of there being some niche cases where a DRK can make use of it for a purpose, but I'd love it if all elemental spells (all the way down to Stone I) from the various jobs could contribute to some sort of elemental cycle break that BLM would be the best at capitalizing on.
Maybe even make it like a slower version of the old NIN elemental wheel. Everyone spams the hell out of the weak element of a mob, then with enough hits with that element their resistance could get broken (think a log message like "The 's ice resistance is completely broken!"), then after a window of 10~30 seconds wears off the mob's vulnerability would shift to the next element in the wheel, and the cycle could repeat.
One of the traits you list could be worked to give BLM a particularly high bonus during that break window.
Essentially I'd like to see BLM fixed, but also see black magic given a greater purpose for everyone that can use it.
Your guides are so helpful to the community at large. I really appreciate them.
Can you please do a Samurai guide?
I'm really not that good at Samurai, I understand the mechanics mostly but there's far better than myself out there.
@@SplitFinn cool. Thanks for the reply though. Still love your guides they are very helpful. Would love to pick your brain sometime about Geo and what spells are most useful in endgame scenarios.
Greetings Rua from the UAE , Roughwind.
If empyrean gets a +2-3, let’s rework BLM empyrean gear to reflect the new changes (for ex: BLM hands boosting its existing magic crit rate and damage way high)
Also, that’s a nice touch with Cascade being the magic equivalent to a MNK’s impetus (only without starting over if you miss)
I still haven't come close to capping in ff14 and find it hard to come back. But your videos are endlessly fascinating and continue to tempt me to come back
I'd like to see much better Magic ACC for BLM's. So much so that it's a noticeable difference on higher tier mobs/NM's.
These changes would be amazing. So how do we get SE to watch this video?
Tag them on twitter?
I liked your sugestions alot, it would finally give magic crit a reason to be used, and maybe even push some low tier spells into 99.999 realm which would generate mp efficient nukes, could work really well, at least it is better then my idea which was allow magic bursts on blm to be aoe ,making an niche for aoe nuker,but that would be way more extreme then what you are sugesting there so i like your sugestions way more.
Galkapryme here. Have you considered including Drepanum in the BLM's weapon arsenal? It doesn't offer as much MAB as staves, but it does have some.
I think it'd lose to Pixquizpan +1.
www.bg-wiki.com/ffxi/Pixquizpan_%2B1
INT+20 Magic Accuracy+40 Magic Atk. Bonus+20
Magic Damage+226 Magic Accuracy Skill+250
Vs
MP+70 INT+16 Magic Accuracy+66 Magic Atk. Bonus+75
Magic Damage+186 Magic Accuracy Skill+215
I'd still use a staff for Vidohunir overall.
@@SplitFinn Damn, I didn't even know that existed for BLM. I overlooked it as an APOC DRK, but often forget that some scythes can be used by BLM and BST.
Great video, and some very valid points made, especially in keeping the nuke wall, but increasing other attributes to compensate for single Blm usefulness.
My only rejoinder is that multiple smn's can do this without a nuke wall of their own, so why let them have all the fun?
I feel the 'aga damage reduction nerf should be removed, since basically every other class that can aoe, or has a strong aoe WS doesn't have that restriction. Or if that is too OP with Manawall and AF3 body, maybe make the 'aga nerf activate only when Manawall is active.
Vidohunir should be a ranged ws like Myrkr.
Oh and give Blm Catastrophe!
What's the glowing sword at 5:07?
Fermion Sword from the Black & White Master Trial.
I agree. they need to be buffed like crazy. especially as a black mage primary. give me power!!! I have a full relic +3 set and a mythic R15 !!!! I want my job back!
You ever gonna do a SMN guide?
I always thought that they have multi hit weapon skills, they should have multi hit spells. For example, spell name cluster bomb, fire damage, maybe 5 hits and the damage can be for example 30k each hit. That would allow for blms to hit pass the 99k dmg cap.
One of the main issues beyond enemies high SDT is also an enemies extremely high mdb. The majority of nms are very high in terms of mdb and the way malaise or any form of mdb dow work is completely different than that of defense down.
Vidohunir needs to be a -% mdb down effect and malaise needs to be too. Adding more magic attack or magic damage will not help much vs those of extremely high mdb and that is where blm falls behind extremely far vs melee groups.
A lot of the questions you brought up were from how the game used to work back at the 65 cap, not the 75 cap. Ancient magic was designed with the entire party working together back when leveling parties needed all 6 party members working as a unit to take down VT and IT mobs. The ninja wheel was the only one that made sense as the second spin of the wheel used to do massive damage so it wasn't even viable until after level 32, which was considered subjob cap back then. A lot of the problems with blm are from game engine mechanics dealing around slower weapon skills and burst magic damage being once every 3 mins instead of 20 seconds. But man do I miss this game
Seeing BLM reach the status of its namesake is something I'd hope to see, if the balances are generous it might happen!
It will be interesting to see what SE actually does. Seems like it’s in an even worse place than pld, rdm and mnk were in the past yet they did a good job improving both of those jobs. Atm the only content it seems to shine in is cp farming but then what are you even mastering it for if you never actually use it?
I fully agree, sadly, or a merit to you really have nothing to add to your suggested changes. More or less my thoughts as it sucks being irrelevant for so long...
for such obvious reasons!!!
I really hope they overhaul BLM. Its always been the job I loved through the franchise. And what Ive wanted to play, but its limitations have barred me from playing it these days. The question posed by my LS is why play BLM when SCH exists, which honestly is sad. Imagine being beat in damage by a hybrid job lol.
I do wonder if some people do not utilize BLM in regards to some lesser used spells. Most mages use the Aspir spells to replenish their own MP, but I wonder how useful it is to strip NMs of casting capability if a BLM (or BLMs), constantly rip MP from the mob.
Spirit taker
@@mocchi3631 spirit taker converts physical dmg to your mp. It does not take mp from the mob. There are dagger weaponskills that do that.
@@jacobusher2227 sorry was misunderstood the question, it's not useful to use aspir to empty mob mp pool when you can ES silence /rdm.
I also like BLM to have an ability to gain quick magic bonus for elemental magic, so BLM is able to do 3 MB in one skillchain.
Curious about BLM/DRK for melee mage.
I can attest that it is quite amazing. You can lower a mob's stat by 85. Last resort gives job ability haste without hasso's increased casting speed. I use Clastrum and with the aftermath up I have -50% damage taken and near invincibility with mana wall. With the very high magic evasion on relic+3,you have nothing to worry about from aoe attacks.With aftermath and refresh 3 I get almost 30 mp a tick(120mp in 12 seconds). You also have access to some very good added effect weaponskills that stack with geo bubbles. Shell crusher -25%def. GoT -25% mob attack. Shattersoul -10 magic def. Myrkr self erase removes 2 effects. Also the added effect dispell on Clastrum is really nice. But the best thing is watching all the melee drop dead around you and you still have near max hp and mp the entire fight.
@@jacobusher2227 what server are you on? Would like to know more about this /drk
@@Gleebi Phoenix server.
I'd also like BLM to able to cast impact without wearing twilight cloak.
That’s actually weird hearing such. Back before I quit in 2016 I recall BLM lighting up targets. Now that I have returned back to game I am doing capped Dmg MB and absolutely decimate targets that others sometimes just use DD on. I don’t see the problem at all whatsoever. BLM is broken OP.
Been saying that for years about Ninjutsu and AM giving the opposing element debuff. Just like you said... IT IS DUMB.
A couple ideas I've thought about revolve around casting multiple spells at once. Having either or both 6 and AM2 be multi strike spells. Or perhaps a trait like "Multicast" which allows BLM to set custom spells that will cast up to 3 spells at one time for an added MP cost as a penalty for combining spells, or the trait gives a chance to cast the same spell up to X times. The first idea of multicast could be set in a sub menu like BLU spells and you get a bonus for certain combinations or order. I would also have any of these ideas bypass the MB wall so other nuking jobs are blocked from spamming MB but relieves that nerf on BLM if a multicast kicks in.
I always thought multi cast should be a rdm thing
@@rashrash6478 Maybe originally it would make more sense for RDM but since SE has a habit of painting itself into a corner (and refusing to undo over corrections) here we are. Now it needs to go to BLM to try to balance.
Was there ever a reason BLM can't have a job trait to allow MB to cap at 199998?
In AoE magic dmg and additional effects , BLU outclass BLM.
well said
I think now we have schs nuking for cap, blm should get an ability that breaks damage cap, make it a stance all mp costs +50% increases cast times and flaws your defence or something~
Blm should be the king of elemental damage.
uncap BLM DMG ! increase the magic accu to avoid big resistance
on HQ monster ! add iLVL to Aegis, Ochain, Gjallarhorn, and Daurdabla, oh wait that's not the today topic !
Give me the name of another class that has its damage reduced if it uses a special attack at the same time as another?
Dragon’s Aery > Leafallia.
Yes it needs to be re-worked into a better job it deserves to be.
I want BLM to have more utilities and make the job fun to play rather than just straight up boosting magic DMG, no matter how many magic dmg they add, with current resist wall system, BLM will always outclassed by COR.
Ultima spell, breaks the dmg cap but can only be used on radiance SC!
I'm not sure I could return to retail, as there seems to be so many balance issues. It's to be expected with how drastically the game has changed from is original design principals.
Great content Rua ; always good to see how the game is doing.
I mean, hasn't XI always had balancing issues? Even the "original" design principle was poorly balanced
I was shocked you said nothing about how black mage was the King of elemental and AOE nukes when it was created. You touched on how its getting dethroned with elemental dmg but what about AOE? BLM was nerfed a long time ago. Today we have other jobs that don't suffer from the same nerf blm got. I.E. Blu with its AOE spells can lay waste to many foes at once.... BLM might take one or 2 out the rest will take a lot less dmg. I agree with most of the points you make but I am in the camp that blm will never really be fixed..
Remove damage caps on magic burst for blm.
nope
BLM dont need to be fixed parties need to relearn how to use them after aht urhgan era, double mbs of 99999's from experienced blm's
True BLMs are far & few between. I see now. I watch others doing tier 1 spams and occasional MB Aja and thinking LOL. Then I am seeing other BLM doing 30k max MB and taking full duration to kill Kei + almost timed out while also thinking to myself LOL. It just is what it is I guess. /salute
Number one way to fix BLM is:
Play Monk. :-P
MNK Main: Throw hands till I die, then get up and throw more.
I agree with Rua on BLM, but what he thinks about BST changes being good thing, hell no! Blackmage gonna nuke, but beastmaster gonna to DPS 😒.... I don't agree with Rua or Devs this is just stupid.