The Beast Within -- A Guide To Blue Mage |
||
The Beast Within -- A Guide to Blue Mage
Offline
Posts: 573
I see the FC set on the first page of this thread but my question is should a person strive to get that exact set in order to cap FC? And just to make sure my understanding is correct the FC set should be worn precast and or midcast? I'm trying to set macro's and equp sets so that I can MB on BLU. I currently haven't been focusing on this aspect of the job. Also if I'm reading informaiton on FC correctly, with capped 80% FC I can make the 116 spells go off in under 3 seconds versus the regular 5.5 seconds. Thanks!
lhova said: » I see the FC set on the first page of this thread but my question is should a person strive to get that exact set in order to cap FC? And just to make sure my understanding is correct the FC set should be worn precast and or midcast? I'm trying to set macro's and equp sets so that I can MB on BLU. I currently haven't been focusing on this aspect of the job. Also if I'm reading informaiton on FC correctly, with capped 80% FC I can make the 116 spells go off in under 3 seconds versus the regular 5.5 seconds. Thanks! Precast, some pieces could be useful in midcast too if you're only interested in getting the recast down for spells. Pieces with high fast cast and high haste are good candidates for this. I don't have capped Fast Cast, wasn't sure it was possible on BLU without maybe setting additional tiers of Fast Cast or using a different weapon, but yeah, the new Elementals spells are great spells to have a strong precast fastcast set for. I'd say definitely less than 3 seconds. No, you don't need that exact set. There are some items I didn't mention, such as Weatherspoon ring, amalric nails +1, voltsurge torque, or path D psycloth lappas.
You want fast cast gear in your precast universally. It's also a good idea to have it in midcast for skill-independent casts, such as Flutter, Nature's Meditation, winds of promy, shadows and the like. Personally, I use a mix of conserve MP and fast cast in skill-independent buffs. Regarding the recent interest in Magic Burst sets, I wonder if this could be done differently. Right now, the method would be to "turn on" your MB set, cast the spell, and then switch back.
Is there a way to set this up so you can pre-define an element you want to MB (say via a Toggle between Fire, Water, Thunder, Earth, Wind, Ice, Light, Dark) - and just have it hot-keyed or macro'd to cast the corresponding "big 8" spell with Magic Burst Damage+ gear on? So if "fire" is toggled, the macro //magicburst would cast Searing Tempest, and if "ice" is toggled, it would cast Spectral Floe. Seems to me this would reduce keystrokes in what's kind of a hurried process, and also, my true reasoning - prevent dolts like me from toggling on MB set and forgetting to go back to normal MAB+ on subsequent nukes. Pretty sure it's possible - but I'm not especially good at this stuff. I actually prefer psycloth lappas over enif legs since they are ilevel. I get hit occasionally midcast so I feel its better off.
Draylo said: » I actually prefer psycloth lappas over enif legs since they are ilevel. I get hit occasionally midcast so I feel its better off. Yeah, before Leyline Gloves and Carmine Greaves came out, I think I was in really weak Fast Cast gear and if I'd get smacked during that it could result in a one shot. Having ilvl 119 makes me feel lot safer. Just boosting defense. Getting hit harder than I should during cleaving has made me a staunch supporter of ilvl fast cast pieces.
Sylph.Braden
Offline
Shiva.Francisco said: » Regarding the recent interest in Magic Burst sets, I wonder if this could be done differently. Right now, the method would be to "turn on" your MB set, cast the spell, and then switch back. Is there a way to set this up so you can pre-define an element you want to MB (say via a Toggle between Fire, Water, Thunder, Earth, Wind, Ice, Light, Dark) - and just have it hot-keyed or macro'd to cast the corresponding "big 8" spell with Magic Burst Damage+ gear on? So if "fire" is toggled, the macro //magicburst would cast Searing Tempest, and if "ice" is toggled, it would cast Spectral Floe. Seems to me this would reduce keystrokes in what's kind of a hurried process, and also, my true reasoning - prevent dolts like me from toggling on MB set and forgetting to go back to normal MAB+ on subsequent nukes. Pretty sure it's possible - but I'm not especially good at this stuff. This should do that, plus it'll avoid casting a spell you don't have equipped: You'll only need to modify the tables in MB_spells.name and MB_spells.id if you want to add/remove/reorder your spells. Check windower/res/spells.lua if you need to find the ID of a spell. edit: put all that biz in a spoiler 'cause huge Braden, good stuff, but after mulling it over a while, I thought for me personally I'd like it a slightly different way, thought I'd share it for people interested, this is using Motenten's files.
I just left it a single "magic burst" state on or off, in job_setup() Code state.MagicBurst = M(false, 'Magic Burst') In job_post_midcast() I added Code if state.MagicBurst.value and spellMap:contains('Magical') then if buffactive['Burst Affinity'] or buffactive['Azure Lore'] then equip(sets.MagicBurst) end end In job_aftercast() I added Code if not (buffactive['Burst Affinity'] or buffactive['Azure Lore']) then state.MagicBurst:reset() end And if you want to make it a single macro to turn on burstmode and cast the spell that's easy enough, I find it less painful to change one or two macros per event than to have to toggle through which nuke I want each cast. Line1: /console gs c toggle MagicBurst Line2: /ma "Whatever Spell" <t> And I add send_command('bind @f8 gs c toggle MagicBurst') in my local binds, since I want them to change when I change jobs. Does the af3 119 feet needs to be worn during casting of spells or it just needs to be worn after using burst affinity and can swap to amalri feet during casting of spells? Thanks in advance.
During midcast of spells while under BA. Luckily, it's an excellent nuking option, so you don't lose much at all.
Sylph.Oraen said: » During midcast of spells while under BA. Luckily, it's an excellent nuking option, so you don't lose much at all. Thanks. Awesome stuff Braden and Selindrile, looks like both should work perfectly! Gonna be retooling my Lua files a bit when midterm hell is over.
Anyone have a reliable working gear swap for blue mage and does not mind sharing it ?
My current GS lua is in the OP if you're interested. It's nothing too fancy, but it's easy to get into and understand while also providing core benefits. I'm sure some people in the thread far better than me at GS also wouldn't mind sharing.
My GS is rather complicated, I did my best to pick up where Motenten left off, though I'm not nearly so good at coding as he was, you're welcome to look through my GS stuff, to use mine, delete everything in your gearswap\libs folder and replace it with mine, replace your data folder with mine as well, then rename anything that says Selindrile to your character's name.
Using my scripts.txt in your windower4\scripts folder isn't necessary but a lot of the key bindings detailed on the cheat sheet won't work without it. https://www.dropbox.com/sh/20vy32liub3glxz/AAAiIVHAasFdwCK1SZdZz7d_a?dl=0 Note: If you're not super gearswap-savvy the only things you need to really edit are the Character_Job_Equipment.lua and the Character-Globals.lua to customize them to your gear. Selindrile said: » Braden, good stuff, but after mulling it over a while, I thought for me personally I'd like it a slightly different way, thought I'd share it for people interested, this is using Motenten's files. I just left it a single "magic burst" state on or off, in job_setup() Code state.MagicBurst = M(false, 'Magic Burst') In job_post_midcast() I added Code if state.MagicBurst.value and spellMap:contains('Magical') then if buffactive['Burst Affinity'] or buffactive['Azure Lore'] then equip(sets.MagicBurst) end end In job_aftercast() I added Code if not (buffactive['Burst Affinity'] or buffactive['Azure Lore']) then state.MagicBurst:reset() end And if you want to make it a single macro to turn on burstmode and cast the spell that's easy enough, I find it less painful to change one or two macros per event than to have to toggle through which nuke I want each cast. Line1: /console gs c toggle MagicBurst Line2: /ma "Whatever Spell" <t> And I add send_command('bind @f8 gs c toggle MagicBurst') in my local binds, since I want them to change when I change jobs. I don't quite follow what this all means but how about if you could make a command that toggles into MB set midcast while buff active is Burst Afinity? (any spell). If you just want it to always be in MB set if burstaffinity is active, well you could just add it to
sets.buff['Burst Affinity'] = {} if you're using motenten's version, not quite sure if that's what you're asking. Or you could implement it in post_midcast() Code if spellMap:contains('Magical') then if buffactive['Burst Affinity'] or buffactive['Azure Lore'] then equip(sets.MagicBurst) end end The only difference here is you wouldn't be in your burst gear if you hit burst affinity then needed to cast a cure or stun or something, this is basically the same thing as above except you don't need the state at the top nor do you need to turn it off in aftercast. Assuming we're getting bumped to 80 JP, but still limited to 20 spells next week, how much does that change optimal spellsets for DPS?
Also wondering a bit about using Gearswap to manage DW gear. Stealing this from Floppy's guide: Quote:
Working under the assumption that Erratic Flutter is always going to be up and songs/sambas are unmerited. Also assuming gear haste cap is being met. DW III in traits set Mighty Guard Up, no Samba: Need 11 DW to cap, use Adhemar Jacket (5), Taeon Boots (4)... comes up two short - possibly negligible when considering trade offs needed to get 2 more DW. Mighty Guard Up, with Samba: No DW gear needed to cap. Would Adhemar hurt more than it helps here? * If Mighty Guard and Erratic Flutter are both up, March is useless. (Correct?) Mighty Guard Down, no March, no Samba: Need 22 DW to cap after body/feet, options are there, but they're tough choices (earrings, belt, etc). Opinions here? Mighty Guard Down, Samba up, no March: Need 17 DW to cap after body/feet, similar situation to previous, need thoughts on gear choices. Would seem to get super complicated here with trying to manage it in spellcast, due to conflicts with Acc sets/etc. Mighty Guard Down, single March, no Samba: Need 16 DW to cap after body/feet. Mighty Guard Down, double March, no Samba: Need 2 DW to cap after body/feet. Mighty Guard Down, single March, with Samba: Need 8 DW to cap after body/feet. Mighty Guard Down, double March, with Samba: Capped delay without gear. (Correct?) DW IV in traits set Mighty Guard Up, no Samba: Need 6 DW to cap, so use Adhemar Jacket, but not Taeon Boots. Mighty Guard Up, with Samba: Guessing this should probably just not happen? Mighty Guard Down, no March, no Samba: Need 17 DW to cap after body/feet. Mighty Guard Down, Samba up, no March: Need 12 DW to cap after body/feet. Mighty Guard Down, single March, no Samba: Need 11 DW to cap after body/feet. Mighty Guard Down, double March, no Samba: Capped delay without gear. (Correct?) Mighty Guard Down, single March, with Samba: Need 3 DW to cap after body/feet. Mighty Guard Down, double March, with Samba: Capped delay without gear. (Correct?) There seems to be a lot of possibilities here, so it may be difficult to manage this with GS via "if buffactive" conditionals. Is anyone here doing it? I'm more curious too about the situations where you would need 12~22ish DW to cap delay reduction after Adhemar Jacket and Taeon Boots. It's still a significant ways off from being capped, but it's not an easy choice to swap out DA earrings or Windbuffet Belt +1. Asura.Floppyseconds said: » Since that is from my neck of the woods. I will update that with MG tonight, but take those values and subtract 25 DW for DW3 and 30 for DW4 then your gear. Maybe I will clean it up into sections and not a big list like that. Kind of wondering on a situation by situation basis, when is it worth it to add DW over another piece. Adhemar Jacket is a no-brainer, because it's great even before you get to the DW, and Taeon Boots are also quite solid with TA/Acc/Attack augments. Beyond that, it's less clear when does say Steelflash/Bladeborn win against the DW earrings, when does Suppa/Brutal win, etc? If you have access to it, which a great number of us do not, reiki koshiobi will blow Shetal away. Do the Taeon boots in your set have 5 DW on them? If so, you're hitting 55% DW, which is basically the cap and that works out very well. Otherwise, you'll need some more DW. Possibly eabani earring.
Francisco, I'm a little confused as to your exact question. This is almost certainly due to having slept 6 hours in the past 4 days, so it's nothing against you. Would you mind clarifying a bit about what you're asking? Sylph.Oraen said: » If you have access to it, which a great number of us do not, reiki koshiobi will blow Shetal away. Do the Taeon boots in your set have 5 DW on them? If so, you're hitting 55% DW, which is basically the cap and that works out very well. Otherwise, you'll need some more DW. Possibly eabani earring. Francisco, I'm a little confused as to your exact question. This is almost certainly due to having slept 6 hours in the past 4 days, so it's nothing against you. Would you mind clarifying a bit about what you're asking? First of all, go take a nap. :( My Taeon Boots are augmented with Triple Attack, not Dual Wield, so they're only 4 DW. For some reason I thought the DW augment on them capped at 2, like Triple Attack. I'll rephrase the questions a bit to be less rambling, and to add a couple more. - In situations where magic haste isn't capped, what would be the optimal TP set? While I get that reducing delay is a higher priority than getting multi-attacks in, I'm not sure how absolute that statement is. Example: Even with DWIV, Erratic Flutter, NQ Adhemar and Taeon (maxed augment), I still count ~13 DW needed for reduction cap. Shetal would bring it down to ~7, Suppa down to ~2. Is that last 2 DW worth pursuing? Example 2: With the same as above, but a Trust March added in, you'd need ~6 DW after Adhemar Jacket + augmented Taeon Boots. In this scenario, the options are something like "use Shetal Stone, lose Windbuffet, and be capped" or "use Suppanomimi, lose double attack earring, be almost capped" ...and could rules for all of this be reasonably managed through GearSwap (not sure what Floppy has in store in the new one he's working on). Regarding the 75 point/1200 JP spellset in the OP, I'm wondering how that might evolve with the increase to 80 BLU points. With DW III, trust March, Taeon Boots, Adhemar Jacket, Shetal Stone, Suppanomimi, you should be right at the reduction cap. Obviously we don't know any new gear yet - but with 80 JP, would it become optimal to go back to DW IV and free up waist or earring for more multi-attack pieces? |
||
All FFXI content and images © 2002-2024 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|