Tuesday, March 31, 2009
Random musings
Monday, March 23, 2009
Good things come in pairs, DNC math and other fun things
Thursday, March 19, 2009
/shocked: SCH Relic Body & SCH vs. BLU in Nyzul
Wednesday, March 11, 2009
At a crossroad
Friday, March 6, 2009
Weirdness in FFXI update
Picked up: Askar Body & RDM weapon.
Which... makes me 2/5 for Askar, even though I have no job that can use it at all ^^;
Almost makes me want to level something just to use it >.> It'll join my other random pieces in storage until such a time I can use it... in that list of random gear are:
- Soboro thingie - SAM Great Katana
- Some DRG lance that I found off a fish-man in SSG
- BST, SMN AF2 pieces
- Some level 16 RNG tunic
- COR "latent" weapon from BCNM60
Maybe if I finish off some armor set I'll go level that job :) SAM or BST look tempting actually... SAM mainly just cos I have quite a few nice pieces of gear for it, and BST because it's a fairly unique job.
Oh, and the RDM Nyzul weapon brings me to 19/20 for weapons! Just need the COR one left! Too bad I can't put them up on display in my Mog House...
Thursday, March 5, 2009
On BLU endgame roles
(side note, I don't think BLU is the most complex job in FFXI either... I think Puppetmaster has many more challenges and it a lot more difficult to play well)
Most people (and many BLUs) think of the job as just another DD that should sub NIN and do damage. However, a BLU is much more than another DD. The subjob choice can also change the capabilities of the job significantly. When you think of BLUs, you should consider the following.
Capabilities
- Only job with both dark & light-based Sleeps
- Capable of spike physical damage... that is, no waiting for TP, just spam spells
- Light-based Dispels natively, and with /SCH, dark-based Dispel
- When setup correctly, magical nukes that can match a BLM's Tier IV spells
- Sneak Attack from long range with Cannonball... I guess this might work with Trick Attack too?
- BLU-only enfeebles -- Defense down, Magic defense down, etc.
- BLU-only enhancements -- Magic attack up, magic defense up, AoE Refueling/Cocoon
- Tons of stuns -- 3 physical, 1 magical
- Most MP-efficient cures in the game -- The HP healed/MP spent is significantly better compared to WHMs. With a Scholar sub and Light Arts active, the BLU healing spells are even more efficient as they heal for more.
However, with all these capabilities, there are quite a few things to hold Blue Mages back.
Limitations
- The subjob we choose determines quite a bit about what we can do. If you want a Sneak Attack Cannonball setup, we'll have to come /THF and bring defense food. A healing role requires /WHM or /SCH. Maximum flexibility comes from /SCH. Heavy DDing needs /NIN. Being bait requires /NIN.
- We can't do everything at once. Of course you knew that already :) However, our flexibility does let us change roles as the situation requires... just not as fast as a Scholar can!
- Most of our spells are close range, and many are AoE. This means that in order to Stun, we need to be right next to the mob. 3 out of 4 of our sleep spells are close range AoE, and one is gaze-based. Our magical breath attacks have long cast time and are close range in a cone. We won't be able to nuke a mob being kited.
- We have low endurance. Our spells cost quite a bit of MP to cast, and a good BLU will be casting many spells in order to take on different roles. However, give us too much to do and we will run out of MP without support. We have a few sources of Refresh available to help aleviate this problem.
- Every time we change spells, we have 1 minute of downtime before we can cast any BLU spells again. In reality, it also takes time to actually select the new spells. I have my spells organized more or less by their functionality. Even in the best case, it'll take me 30 seconds to select my spells, and another 60 seconds after that until I'm ready again. Changing tasks in the middle of an event should be communicated to the BLU before hand.
- We CAN do multiple things at once though... while we're limited in the number of spells we can set, we can normally set enough spells to take on multiple roles. I think this is where the BLU job really shines.
- While we're capable of doing multiple tasks, we are not the best at any of them... for example: For DDing, you're better off bringing a SAM. For healing, only a WHM or SCH can handle all the -na spells. For nuking, only a BLM can nuke as hard.
So... one of the big reasons why I rarely use BLU anymore is that the flexibility is rarely needed. BLU in an endgame situation is usually limited to use one role at a time... either DD, another healer, or a nuker. My other jobs can fulfill these dedicated roles better than BLU can and it is generally more satisifying to come as those jobs.
One place where flexibility is needed is Nyzul Isle, and that's the only place I would choose to come BLU over the other two jobs. Dispel, Sleep, Healing & DD all in one job, with the Scholar subjob to help cover -nas, more Sleep, curing and Aspir make BLU/SCH one of the most well equipped jobs for Nyzul.
Wednesday, March 4, 2009
On SCH endgame roles
Part 2/3 of my opinions on my jobs
Scholar
When Dancer and Scholar were initially released, almost everyone saw the potential and use of Scholars at once. Having 90% of the capabilities of both WHM & BLM in a single job, plus some partial capabilities of RDM with Sublimation and the ability to spread en-spells and Phalanx around, Scholars definitely made many mages feel threaterned.
However, Scholars aren't the end-all for mages... The job has quite a few limitations that I don't think people realize. I'll go over the limitations and weaknesses of the job, then what possible roles a Scholar can fulfill.
Weaknesses
- Light Arts OR Dark Arts -- Almost all Scholars sub RDM due to the extra spells the job gives us over WHM or BLM. This means that in order to switch between the role of a WHM and the role of a BLM, we have to use a strategem charge. We can also only switch into light arts or dark arts once every minute. This means if your SCH was nuking Tier IVs on a mob and you get hit with a status effect, she may not be able to switch over to Addendem: White to remove the status effect for up to another minute. Also, if we try to cast spells from the opposite art, we suffer a MP cost penalty, casting time penalty, and our overall skill level is much lower which can lead to resists. This is why I always ask if my main role will be nuking, or healing when an event starts.
- We pull a lot of hate -- One of the nicest job abilities a Scholar has is Accession. We can give the whole party Stoneskin, Regen II or Phalanx... it also pulls a ton of hate. I think every Scholar has taken many hits from a simple Accession/Enblizzard. Our AoE cure spells also seem to pull more hate. Think of it as casting 6x Cure IV spells at once. Our enmity spikes very high.
- We can't do either job as well as a pure WHM or BLM -- More on this later
Let's do some comparisons between a Scholar and traditional mages
Light Arts/Addendum: White vs. White Mage/Red Mage
- SCH has all the -na spells that a WHM has, has Raise/Reraise/Regen II, but not the III spells. Hence, a SCH can perform most of the tasks a WHM can, but not all of them
- Accession allows SCHs to AoE spells on a whole party. Not just their own party, but any -na spell on any party. This also applies to the Cure spells, so a SCH can effectively Curaga III another party by using Accession Cure IV.
- (Incidentally, this makes SCH one of the most powerful PLing jobs)
- SCH has no access to Cure V. This is significant due to the properties of Cure V which give it less hate compared to Cure IV. A Scholar is a hate magnet, especially if she does something like Rapture/Cure IV to cure more, and get even more hate.
- No Haste/Refresh -- You're getting a pure mage... Scholars do not support :)
Dark Arts/Addendum: Black vs. Black Mage
- Access to Tier IV nukes, BUT at a lower skill level, etc. compared to a BLM. This means nuke for nuke, a SCH will find it difficult to match a BLM. BLMs also have access to ancient magic, which means that a BLM will always be able to outnuke a SCH. A SCH can nuke for about 3/4 of the damage of a BLM using the same spell.
- However, we have access to Parsimony which cuts MP cost by 1/2. Add to this Alacrity which cuts casting and recast time by 1/2, Scholars can effectively cast twice as often for half the MP cost compared to a BLM. For longer battles, SCH efficiency wins out over a BLM who will have to rest earlier.
- Manifestation -- I think this is an underutilized job ability. It's also a lot of fun! Aspir from multiple mobs to get a full bar of MP, Bind or Gravity a group of mobs so that we can escape, and of course, our version of Sleepga.
- No Escape/Warp/Warp II -- Strangely, I haven't seen Escape used in a situation where people are trying to get away from a mob in a long time... I've only ever seen it used to shortcut zones.
Native Scholar abilities
- Sublimation gives us essentially our own personal Refresh. I actually prefer using Sublimation even when I have a RDM in my party because it does not take MP away from the RDM (using 40MP to recover 150MP), plus it lets me start off a battle with even more MP by having a Sublimation store
- Helixes & Weather spells -- Our own unique elemental DoT that no other job has. Weather spells are best used in a manaburn/nuking situation, but can also be difficult to set up since in order to give it to other nukers, we have to switch out of Dark Arts to use Accession.
How to effectively use a Scholar
As expected, most people use Scholars to fill in for a WHM or BLM. While this works for the most part, it really isn't the most effective way to use a Scholar since a WHM or BLM would do better in that role.
- Our AoE buffs tend to be centered around ourselves -- If you want the tank to have Phalanx & Stoneskin, it needs to be safe enough for a SCH to run in and cast the spells.
- If we're merely casting cures from a distance, you're better off with a WHM due to the lower enmity of Cure V.
- Our nukes do not do as much damage compared to a BLM. Hence, for timed-nuke situations, we will not be as effective compared to a BLM since we need to be able to cast more nukes to do the same amount of damage.
- SCHs can be very independent... with Sublimation and our higher MP efficiency, a SCH can last significantly longer without support compared to other mages.
So, the best ways to use a SCH in an endgame situation are:
- Put us in a DD party where we can Regen-ga lots of people at once, and add to their damage with en-spells.
- Put us in a multiple-tank party where we can buff up multiple tanks at the same time with Phalanx & Stoneskin. If there is only one tank to take care of, Accession mostly goes to waste.
- Make sure we can see the HP of other critical parties. In an alliance situation, if a SCH can see the HPs of other parties, we can easily throw them a Accession Cure IV if their own healer is in trouble.
- In a manaburn situation, give the SCH time to cast prep spells... that means for timed nukes, give us a few second warning so that we can put weather spells on all the BLMs and possibly give them Klimaform. It takes a few seconds to switch modes, cast the spells and get ready to nuke ourselves.
- Bring a SCH when the situation calls for both a WHM & BLM. In situations where you're looking for a pure healer, you're better off bringing a WHM or DNC. For pure nuking, you're better off bringing a BLM. However, if you need someone who can handle both jobs, that's when you bring a SCH and let switch between roles as necessary.
So, that's my thoughts on SCH... I've been coming SCH a lot more to events these days in order to experiment, even though compared to my other two jobs, it's the worst equipped. Other people tend to also be more accepting of SCH. It's a hard job to get "wrong", but few people take it to it's full capability.
Tuesday, March 3, 2009
On DNC endgame roles
This post is about Dancer... I was originally going to post everything in one shot, but I realized that it would make for a very long post, so keep your eyes open for opinions on Scholar and Blue mage in the very near future!
Dancer
Probably the hardest to define since very few people have leveled it beyond subjob levels. Also, very few people have done much experimentation with it for endgame events since it was added late in the game, and is probably not someone's first job to 75 which means that people will tend to go with jobs they know rather than experiment.
I think SE defines Dancer as a "front-line healer". It wasn't until last night that I finally realized what that really meant. It doesn't just mean that a DNC goes up and pokes the mob while healing, it also means that the job is designed to be able to survive a mob's attention.
Tools for surviving are:
- High evasion
- Violent Flourish/Desperate Flourish
- Fan Dance
- Subjob choices: /NIN for Utsusemi, or /SAM for Third Eye
Compared to any MP-based, or back-line healer, Dancer has the following advantages:
- Infinite endurance -- Unlike MP-based healers, a properly equipped Dancer can continue to heal forever. This gives Dancers a distinct advantage for fights that go for long periods of time. MP-based jobs need support in order to keep healing over long times. The only job that has a chance of keeping up with a DNC is RDM due to Convert.
- Can continue healing even when pulling hate -- Mage jobs that pull hate need to back off, or log out to shed hate before they can continue their jobs. A DNC that pulls hate just needs to keep at it, survive a few hits with Utsusemi or Fan Dance, then let the tanks continue their job. Since you're already at the front-line, the mob won't even be moving away from the tanks. The only cavert here is that the mob must not be able to do a move that can one-shot the DNC. HP merits & damage reduction gear will greatly help.
- Cures are instant -- No matter how fast a mage job is, casting a spell still takes 1.5-2 second. A tank that just took a 1,000 hit needs a cure instantly. Dancers can restore 800+ of that immediately with Curing Waltz IV.
Compared to MP-based healers, Dancer has the following disadvantages:
- Waltz recast -- The biggest annoyance of a Dancer... all Waltzes being on the same recast timer. A mage can go from Cure IV to Cure III, alternating between spells in order to keep curing a tank. A Dancer has to wait out the timer. That is also the main reason why I generally use only Curing Waltz III and rarely use IV since the timer for III is so much shorter.
- No Stona, cannot erase Bard songs -- The only two things that require WHM, SCH or /WHM.
- Party only -- A Dancer can keep a party very healthy, but she can't help other members of the alliance. This has lead to weird situations when I have a completely party full of DDs which are at near max HP with the rest of my alliance dead or dying.
How to best use a Dancer in endgame situations
Dancers excel in the following situations:
- Long battles where you will be engaged to the same mob, or have a bunch of mobs engaged at the same time. Examples are: any long single-mob battle, large pulls where you have mobs slept around you where a healer will most likely pull hate. Einherjar & Dynamis are two good examples as during a large pull, healers will most likely end up pulling hate from keeping the sleepers alive.
- Put a Dancer in a party where members will take damage -- If a Dancer is put in a DD party that never takes damage, then the Dancer is mostly useless. Put the Dancer in the tank party and have the Dancer do most of the curing.
- Best healer for: Dynamis, Einherjar, Limbus, any NM that takes >10 minutes -- Where you have time limits so you want minimal downtime, and your healer may pull hate from pulling multiple mobs at the same time or from healing tanks against one mob for a long time.
Dancers should not be used in:
- Short battles with significant downtime between waves -- Dancers do best in continous combat... if there is long enough downtime, you may as well bring a traditional healer who can get their MP back. If the battle is too short, the Dancer can't gain TP, and a traditional healer will most likely never get hate.
- Any fight where you can't have melees constantly on the mob -- Heavy spikes damage, mobs where you want to avoid TP moves, or any Bind/Nuke or Sleep/Nuke situation
- Bad for events like: Nyzul Isle (Fights are fast, long downtime during lamp floors, etc.)
My personal opinion on Dancer is... it's the most challenging job to play properly of the 3 jobs I have in an endgame situation. I'm always looking at the recast timers, thinking about which job ability to use next, which step to use, and I have to be on the ball about timing cures, watching hate and being aware on when I need to hit my "panic button" and prepare to tank. Ironically, it also has the least versatility of my 3 jobs and is most focused on doing one thing: curing.