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#1 Nov 18 2010 at 5:39 AM Rating: Excellent
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Nothing brings me joy like casting a spell and watching that health bar drop while the melee's chew away slowly at it. The problem lies with doing it and being able to make a living(with SP). Hopefully there will be a place for people like me when NM's come and it isn't about getting SP.

That being said, how are we supposed to be adequately knowledgeable for NM's without any practice from day to day?
I've been trying to make a living as a black mage. I don't do as well as the "I only cure" conjurer's, but I guarantee I have more fun! With the fatigue system, I'm able to keep up with my linkshell mates alright. It just takes a -little- longer to hit fatigue. Here are the tips I've come up with:

1. Learn to love spirit bind.
MP is precious when you're grinding, especially in a good group with little downtime. Even with spirit bind, tranquility and exaltation, I can still run out of MP if we'er chaining quickly. That's bad juju, since you won't be getting much SP off spirit dart.

2. Stick to your lowest nukes.
For lots of reasons: They have the best damage/MP ratio (currently). They do the least amount of damage, which means you get more casts, and your melee friends get more hits. Spread the SP, it spreads the love. Furthermore, from my experience, amount of damage has little to nothing to do with the amount of SP given. That means, its in your best interest to conserve your MP for the maximum number of casts. (hence making spirit bind your friend)

3. Use profundity frequently.
When trying to get SP, use profundity on spirit darts or radiance. It doesn't blow the monster up as badly, giving others a chance for SP, as using it with a spell. It also gives a nice bump to the SP gain (when they all fall together like that), and it further conserves your MP.

4. Know your elemental wheel.
Seriously. I can't tell you how many time's I've been in a party killing squirrels or Opo-Opo's and another Conjurer casts Thunder. Earth grounds lightning. Your chance of resist, and subsequently no SP, goes through the roof. Use Aero on earth-based creatures. You CAN switch out spells even if your group engages. You just need to be in passive mode. So put that stick away, set the right spell (/eaction # "Spell Name" main) and get to work! While damage output seems not to affect SP gains, full resist and partial resists do. Its always in your best interest to use the proper spell.

5. Don't be "that" kind of black mage.
In FFXI, Blm/Whm was quite common. Equally as common as notion that BLM's shouldn't cure when needed. Supposedly that was the White mage's job. In 14, it is in your best interest to throw out an occasional cure. You can get a ton of SP off a single AoE cure, especially when people are low on health. If you have this kind of set up, don't hog the curable HP. Use Cure2 if its an emergency, otherwise stick to sacrifice or cure1.

6. Debuff
Don't go crazy with this, because the SP gains aren't stellar. Every little bit helps, though. I tend to use the elemental DoT they're weak to, OR Dia. Whichever tickles my fancy. If you're having problems with resist, use the elemental DoT. You can use a single macro to give both the DoT and Spell on your action bar at the same time.

7. Buffs
Its a lot of things to keep track of, but usually just chatting with whoever's doing the healing can do a lot for you. They aren't dumb. They'll know they're getting better SP than you. Set up an arrangement so you can cast sacrifice at the start of each battle. This is especially effective in groups of 5+. One good sacrifice can get you 100-200 SP even if everyone's health is full (from the regen buff). That's the best bet for buffing SP. Maybe you can take care of shell, and the other Conj takes care of protect? Work something out. There's plenty of SP to be had.

8. Magical Accuracy is your friend.
Resisted spells will eat away at your SP gains faster than anything else. There isn't much gear out there with Magical Accuracy built in, but by all means, get them. Bone Rings give +2 per ring.


9. Use rank-appropriate weapons.
Your potency and accuracy both drop through the floor when you use a weapon too high of a rank. The example here is an elm cane(r11) and a pine crook(r18). At rank 17, I had a pine crook in my inventory to use when I hit 18. Curious, to see if the difference in stats would be affected that much, I equipped it and was utterly amazed. Even by using it 1 rank ahead of time, my magical potency AND accuracy dropped over what I had while using an elm cane. It only dropped by two, but its still silly to further handicap yourself on a job that can be difficult to SP.

10. HQ weapons are DEFINITELY worth it.
They tend to have increased potency and magical accuracy. They might be a bit more pricey, but magical accuracy is definitely worth it.


I'm sure someone will eventually respond with "Lets stop pretending SP flows when you play like a black mage." I'll straight up tell you that I get better SP when I'm the only Conj and I get all the heals. As I said, though, this route is more fun for me, and I hope these tips can help you to have fun and still be able to rank up too.
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#2 Nov 20 2010 at 11:59 PM Rating: Decent
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TaigaHalak wrote:


4. Know your elemental wheel.
Seriously. I can't tell you how many time's I've been in a party killing squirrels or Opo-Opo's and another Conjurer casts Thunder. Earth grounds lightning. Your chance of resist, and subsequently no SP, goes through the roof. Use Aero on earth-based creatures. You CAN switch out spells even if your group engages. You just need to be in passive mode. So put that stick away, set the right spell (/eaction # "Spell Name" main) and get to work! While damage output seems not to affect SP gains, full resist and partial resists do. Its always in your best interest to use the proper spell.



I quite agree that it is very important to use the appropriate elemental spell. I would just to point out however that the elemental "wheel" is applied differently in XIV than in XI. In XI it is true that wind would be the choice for earth based creatures. In XIV it looks like this:
lightning -> water -> earth -> lightning and
wind-> fire -> ice -> wind
Two seperate cycles within the wheel. This is stated in game at the conjurors guild. So you would want to be using water against earth based creatures.

I was wondering where you came across the information that squirels and opos were earth based. I'm not saying I disagree, though I think it's more complicated then that.I know squirrels drop fire, earth and ice shards. I was thinking that most creatures have at least three elemental affinities not necessarily in equal proportions. Enemies tend to drop crystals and shards of 3 elements. This may indicate their elemental affinities. (This was sometimes the case in XI.) Because these three elements are adjacent on the wheel, the central element (earth for squirrels) would polarize two of the three remaing elements into a strength (lightning) and a weakness (water) as these are the part of it's cycle. The remaining element (wind) as part of the cycle of the outer two affinities would then be neutral? In this case weak to ice and strong to fire. Possibly the central element would be the strongest affinity and the outer elements less so. This would make only one truely good element per enemy. If points spent into our own elemental affinities affect accuracy as well as damage, then the enemy's lesser affinities (fire and ice) and the corosponding neutral(?)3rd element in the cycle(wind) may become viable second choices. This would be useful for people in this example who are speced into wind or possibly fire, instead of water. This is of course all speculation on my part. If there has been testing done and data gathered on the elemental alignments of enemies, can you direct me to the site. This would be very helpful to us all.
#3 Nov 21 2010 at 5:13 AM Rating: Good
Thank you for this post. Most if not all can be applied to THM as well. :) Rate up.
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#4 Nov 21 2010 at 6:12 AM Rating: Decent
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Quote:
I was wondering where you came across the information that squirels and opos were earth based.


Firstly, I kinda just guessed based on observation. They tend to drop earth shards for me more often than anything else. Beyond that, they tend to resist my lightnings badly, but the other elements tend to work a bit better.

Furthermore, the database shows them as earth based:
http://ffxiv.zam.com/en/mob.html?ffxivmob=2104005

However, that isn't always listed. I'm sure someone along the way has noticed similar things I have and just made that call.


Quote:
I was thinking that most creatures have at least three elemental affinities not necessarily in equal proportions.


Interesting theory. Our weapons work that way, so why not the monsters too? That being said, with your example:
Quote:
Because these three elements are adjacent on the wheel, the central element (earth for squirrels) would polarize two of the three remaing elements into a strength (lightning) and a weakness (water) as these are the part of it's cycle. The remaining element (wind) as part of the cycle of the outer two affinities would then be neutral? In this case weak to ice and strong to fire.


I can personally vouch that fire works rather well on squirrels and opo-opo's (MUCH better than lightning) Although your theory of the adjacent elements with the remainder of what's between them might be interesting? Perhaps that's why I noticed Aero working well? This is all just speculation, of course. I'm not committing to this theory yet, nor have I spent a whole lot of time blasting squirrels with blizzard.

I would be highly interested to see the results if you choose to test this?
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#5 Nov 21 2010 at 6:41 AM Rating: Good
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Tidbit on shard drops:

http://lh5.ggpht.com/_7aOGPodCoBU/TIn3I3Jka8I/AAAAAAAAANs/8mk0fXB9YBo/s400/Final-Fantasy-XIVelements%20order.jpg

That is the elemental wheel.

If a monster is Fire element, it will drop 6x Fire shards. However, it will also drop 3x of each adjacent element. So a fire monster will drop Fire, Lightning, and Earth shards.

Take your Wind element. It will drop Wind (6x), Water (3x), and Lightning (3x)

Now, opo-opo / galagos are actually Fire element. Not ground. This is seen by them dropping 6x fire shards. The elemental weakness chart goes:

Fire > Ice > Wind > Fire

So Wind is greater than Fire. You should be using Aero on Opo-opos.



and based off of my observations (not concrete, just a hunch), I find that The same element (Using thunder on a lightning mob) resists a LOT more than doing something like using fire on a wind mob. But both are pretty bad.
#6 Nov 21 2010 at 6:50 AM Rating: Decent
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Awesome post. I wouldn't have even suspected fire monkeys at all.
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#7 Nov 23 2010 at 5:14 PM Rating: Good
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227 posts
I am putting this here because I have seen the Element discussion... but I am a bit confused so wanted some clarification. On my character's stats page in-game it shows the following


[img=183588]

Now to me that would make me believe that Lightning and Ice are opposites, as are Wind and Earth, Water and Fire... or I could be way off base.
Next time I am in-game I will try to test this theory. Has anyone else tried to verify this?



Edited, Nov 23rd 2010 6:15pm by Thornpaw

Edited, Nov 23rd 2010 6:16pm by Thornpaw

Edited, Nov 23rd 2010 6:16pm by Thornpaw

Edited, Nov 23rd 2010 7:00pm by Thornpaw

Edited, Nov 23rd 2010 7:01pm by Thornpaw
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#8 Nov 23 2010 at 10:57 PM Rating: Good
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nice post, rate up.

With the new SP system, now we can all be blackmages!

I for one and getting rid of my stupid aoeheal button. If someone asks why didnt I cure so the pugilist didnt die, ill say "oh, i have cure?" :P

good tips op
#9 Dec 03 2010 at 1:09 PM Rating: Decent
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one addition to the shard debate:

Zones have elements too, you will get mostly earth shard drops in Thanalan, Water in La Noscea, and Air in Black Forest?

Can't remember that last/rest, but I saw it on the "ask the devs". I have a feeling some of the r30 sub-zones (dungeons if you will) are different that the main zone they reside in.
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#10 Dec 23 2010 at 3:01 PM Rating: Decent
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This is kind of what was mentioned above I believe. More Visual.

(sorry for the bad art. did this really quick like)

http://img819.imageshack.us/f/ffxivelementalwheeltheo.jpg/





Edited, Dec 24th 2010 2:10am by ImoenFaye
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#11 Jan 05 2011 at 2:51 AM Rating: Decent
I wish conjurer was a real nuker at heart like blm in FFXI but i guess not and never will come close to blm from FFXI but will see later in time as this game progress.
#12 Jan 05 2011 at 2:51 AM Rating: Decent
I wish conjurer was a real nuker at heart like blm in FFXI but i guess not and never will come close to blm from FFXI but will see later in time as this game progress.
#13 Feb 18 2011 at 9:55 PM Rating: Good
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Do skills like the mana recovery still go into forced cooldown whenever you swap out of your Conj job and back again even when the skill was available prior to the swap?

Edited, Feb 18th 2011 10:58pm by rubina
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
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