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over nuking magesFollow

#27 Jun 18 2004 at 10:05 AM Rating: Decent
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Tanks need to learn too!

Way too many times (even at level 34) the puller will return and I can't even get off a single enfeeble without aggro! Why? Because the asshat tank isnt voking it off the puller immediately.

Then you also have those terrible parties where the mele's simply cannot hold aggro. Even after two vokes I can get aggro off a single cast of lets say Water II (160+ dmg usually).

And even more fun are the morons who do not understand that the mob should remain FAR from the mages. It usually starts out that way, but if the WHM or BLM gets aggro, they slowly migrate towards us instead of voking it back into their position.

To put it bluntly, in almost all cases when we have a bad party it is usually due to the meles and tanks. Don't get me wrong, I seen a BLM using -ga spells with White Lizards around him like a fool, but more often than not its a tank who has bad gear or simply doesn't know how to voke off the puller. These guys wait until the mob runs towards us instead of voking every 30 seconds.

My favorite tank duo is Ninja and PLD. With those two (and they are being played right), you can almost get away with anything!

Edited, Fri Jun 18 11:07:14 2004 by DaluinRizzo
#28 Jun 18 2004 at 11:14 AM Rating: Decent
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Black mages are pointless if they aren't allowed to nuke. I've had parties tell me only nuke once or twice. What's the point?


Have you ever heard of experience chains? Or this concept is unknown to modern players? ^^
If you use all you MP in one fight next fight will be on melee only - you will be sitting regenerating MP. WHM will be healing like crazy because fight takes too long. Whm will run out of MP by that time you will regenerate your MP but who cares? WHM is empty so chain is broken you are all sitting waiting for WHM. So...You nice and very short 1st battle resulted in 1)long downtime after the second 2) interrupted chain.

Skeeve BLM51/WHM27, Diabolos
#29 Jun 18 2004 at 1:03 PM Rating: Decent
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Black mages are pointless if they aren't allowed to nuke. I've had parties tell me only nuke once or twice. What's the point? Those two nukes do the same total damage as the melees, and make fights longer.


What a great quote. ^.^

The BLM role is about two things... agro management and MP conservation. Nobody cares that you're doing 1000 pts of damage before the tank's even voked if it means you are leeching WHM MP.

Yes, you tools who overnuke, draw agro and think that it makes you uber, you forgot to factor WHM MP in. The PLD takes two hits, and with his DEF he's only taken 32 pts of damage. You BLMs take two hits, and 142 pts later the WHM is completely fooked. Not only have they got to cure the putz BLM that is probably now whining "CURE ME D00D, WTF U SUXXORZ!" but they've also got to keep an eye on the PLD.

So Hate is screwed up to begin with... the BLM peeled agro away from the tank, the tank is forced to reestablish agro. Now, as soon as the WHM cures the BLM back to full, AND keeps the tank alive, chances are good that the mob is going to go after the WHM...

The problem is that the BLM probably then makes the killshot and goes back to thinking they're uber when they're just doing their job.
#30 Jun 18 2004 at 1:24 PM Rating: Good
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It really depends on your level, and the ability of your tank, along with the common sense and stragegy the mages use. I also forgot to mention about melees that have abilities that draw mad aggro, yet they use it at the begginning of the fight.

Every job is guilty of messing up, its just worse when a mage does because we can't take hits at all.

Over-nuking is evil, but if you can only cast 1-3 nukes a fight, well your tank sucks.

For me its all on Party Dymanics, that is what effects my play style as Black Mage. You just have to know what your limit is, your party limit is, and your tanks limit is.

One example was last night in a party of WHM, BRD, Sami, Sami, Pld, BLM. I only needed to cast two nukes per fight, maybe three to finish her off. With two Sami's you get to Magic Burst Twice. I was MB'ing for 460-500 Damage, so I was easily doing near or at 1000 damage per fight. Thats good enough for me. Since that evil Sickle move is so deadly, most of the time I was helping heal to help the chains keep going.

In a ninja tank party, I'll usually cast spam low lvl nukes at a constant steady paste, MP Efficient, and lets me cast a quick cure when the Ninja looses his blink. And of course the MB.

In other parties, paladin, and 2 melees, its all about helping them get TP, and throwing out the skillchains and MB at the right time. You do this by using frost, and nuking at the right moments to speed things up, or not nuking so your melee's can get that last 10% TP for the next mob.

Basically all it takes is some common sense and team work. I just tend to get frustrated when people pick on the mages about this, I have seen many times where the mage had no choice but to grab aggro, because you have a Ranger using Birds eye or something in the beggining or mid fight, or a Dark putting on that Sacrifice HP for Damage early in fight, maybe a thf that is trick happy, and more concerned with damage than placing hate. Even those paladins that think just b/c they have a rdm or brd, means they don't have to rest for MP, because now they get to save TP. Maybe a bad puller that brings links every 5 fights. All these things can cause the back-lines to use there big spells to save the party. Its quite funny too, because if we do try to help, we get yelled at for over aggro, if we don't help, we are useless. Life of a mage.
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#31 Jun 18 2004 at 1:40 PM Rating: Good
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Hmm.. I nuke as soon as the puller comes in and continue to chain nuke until it drops.

EDIT: I don't actually start to nuke right off the bat. I lay down 2-3 enfeebs first from the Elemental Debuff section of the house.

And unless the MOB in question has an ability that does Aggro/Hate shed, I don't get hate unless I seriously mean to.

Then again, I know my PLD well as we are static.

With an RDM refresh in league with the Auto Refresh from my SMN sub, I still come out with enough MP to consistently do Chain 5's or higher.


It's not a question on how often/fast/hard the BLM's nuke. It's a question of what that tank is doing to keep hate. Or lack thereof. A BLM's ability to nuke is directly proportional to the tanks ability to hold hate. Get a better tank, you inturn get a better BLM. Or atleast, the potential. It's up the BLM to choose the when/what when it comes to spells.


NOTE: When I do chain nuke, it's just Blizzard and Thunder while waiting for the MB to come up for Bliz or Thunder II. Or one of their -ga- counterparts.

Only time I get hate is when I throw a Stone III in there or Freeze. Which is somewhere between never, and emergency.



MORE EDIT:

Note, even if you're the best tank in the world, it can only go so far. Though a good BLM is directly poportional to the decency of the tank, the BLM must first know what they are doing. It doesn't matter if you go the Tank of doom. If that BLM does stupid stuff, it won't matter.

To that end, a BLM's decency is not solely dependent on the tank. But it does play a major factor.

Edited, Fri Jun 18 14:59:21 2004 by Marato
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#32 Jun 18 2004 at 1:48 PM Rating: Decent
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When I do chain nuke, it's just Blizzard and Thunder while waiting for the MB to come up for Bliz or Thunder II. Or one of their -ga- counterparts
.

Marato, On level 50 THIS is not chain nucking. And THanks for clarification in you post. This is a consistent low level damage. On level 51 damage from Level 1 spell caped is comparable to melee damage and less then melee crytical. Try to chaincast level 2 spells and see where you end up :)) . Problem is that in a prelevel 2 period chaincasting level 1 nukes will bring the thing to you right away. Thus downtime, Overloaded WHM, luck of WHM MP for chaining so on and so forth

Skeeve BLM51/WHM27, Diabolos
#33 Jun 18 2004 at 1:56 PM Rating: Good
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The definition of "Chain-Nuking" is lobbing one offensive spell after another in the most rapid possible succession.

Now, "over-nuking" is when you start throwing out the big spells (like the II series or higher) in rapid succession.

And yes, if I were to crank out the II spells as fast as possible, I'd have no MP when the monster dropped, and proably no HP.

So I get the arguement on that side of the coin.

Just laying down more clarity.

No mage our level has the MP to chain nuke II spells like that and survive. Let alone keep up an exp-chain. Even a BLM/SMN w/ refresh on him the entire time can't.

Edited, Fri Jun 18 14:57:41 2004 by Marato
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#34 Jun 18 2004 at 1:59 PM Rating: Good
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2nd) when the puller comes back cast regen on him let the tank provoke and start doing your duties on the tank. then when you get a free moment cast a mid lvl cure spell on the puller then regen him/her again when possible. repeat this process untill the fight is over if the puller isnt at full health by this time now is the time to max him/her out.
As someone who pulls for a living (RNG/NIN), this is how I want to be healed if I need it. I groan when I see "WHM casts Cure II on Thoronmir" ... I'd so much prefer to get Regen. Now, I'm still somewhat new with Ninja subbed to Ranger ... with Utsusemi, I don't take many hits when pulling, so this is much less a problem than when I was RNG/WAR.
#35rushan, Posted: Aug 15 2008 at 5:20 PM, Rating: Sub-Default, (Expand Post) GUSHAZAN RULES!!!
#36 Aug 15 2008 at 5:50 PM Rating: Decent
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Necro bumps are horrid. >.>

Edited, Aug 15th 2008 7:48pm by Dracoth
#37 Aug 15 2008 at 6:01 PM Rating: Good
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the third rule of ffxi alla is you don't necro 4 year old posts
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#38 Aug 15 2008 at 6:11 PM Rating: Decent
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rushan wrote:
GUSHAZAN RULES!!!


Who knew that 4 years down the road I'd still be playing this crazy game??

Quote:
Quote:
Posted: Jun 18th 2004 12:20am
I say to the original poster, "Yeah that's the way it should go." Unfortunately some people don't get it. I'm a level 32BLM/7WHM/SMN, so I've been in Kazam leveling. Kazam has the best environment for casters I think cause of all the bends, pits, and hills. So the pullers I've been getting have been great for the most part, but 3 out of 4 of them would always pull way to close. One puller last night pulled a beasty right in front of me while I was resting. I think pullers don't know the range of their casters. If you're pulling you want to be as far as you can from your casters. It helps prevent the whole party from going down from enfeebles or party attacks like bomb toss. Even though I know that non-noobs know how to provoke, some think it's only when the monster is killing off the whm. Swear to god a person told me "I don't feel like provoking." Wanted to kill em.

I cast my spells in a burst, only after I see provoke used and I am as far as I can be and still cure the furthest person away unless they are other mage. Then I enfeeble. Wait for the hate. I cast two mid-level damage attacks or one high level attack. Wait for the hate. Repeat till near death. Nuke Nuke Nuke. I rarely get stomped on or enfeebled using my method.

It's good if the fighters provoke, but if you just look at the life bar you can see how much they are eating into him versus how much of a chunk a nuke bites off.

I think that some people are just pressing buttons and using the highest level thing they have at the time cause they think it's the best.


Edited, Aug 15th 2008 8:19pm by rushan

Edited, Aug 15th 2008 8:20pm by rushan


lol, how've you been?
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#39 Aug 15 2008 at 6:20 PM Rating: Good
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Only time I chain nuke is when I solo, and even then its usually to finish the mob off. Party wise, it always was elemental poisons, enfeebles and a few nukes, with hate being kept in mind.

Healing wise, it depends entirely on how the party is going. I personally use regen1-3 liberally and will usually stick to small cures unless someone gets critted or something like Fang Rush or Fire Spit for 1k to the face.


Edit: Good god I never notice necro bumped posts


Edited, Aug 15th 2008 10:32pm by Maeriya
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#40 Aug 15 2008 at 7:42 PM Rating: Good
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I knew this was a necro-post, when I read the term "Fudaima" and knew what it meant =.=

Does that make me old school?
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#41 Aug 15 2008 at 8:13 PM Rating: Good
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jparasite wrote:
I knew this was a necro-post, when I read the term "Fudaima" and knew what it meant =.=

Does that make me old school?


I must be old school, too... Yet I DD PLD...
#42 Aug 15 2008 at 9:01 PM Rating: Default
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DritzMonkey wrote:
ok this is one of my single most gripes with whm and blm.

There is no reason to cast cure 3 and above on the puller before the tank can control hate!!!!

i've seen this so many times its ridiculous. if the puller is coming back with that low hp there are other courses of action besides letting your highest lvl cure spell rip, and causing a 3-5 minute ping pong battle between mages and tank.

whm:

1st) talk to your puller give him some friendly tips on how to pull better. tell him/her to pull from further away. recomend the use of a ranged weapon instead of provoke. there are many techniques so that a puller will come back with far more than 1/2 health.

2nd) when the puller comes back cast regen on him let the tank provoke and start doing your duties on the tank. then when you get a free moment cast a mid lvl cure spell on the puller then regen him/her again when possible. repeat this process untill the fight is over if the puller isnt at full health by this time now is the time to max him/her out.

3rd) if you are setting up for fuidama casting your highest lvl cure spell will only ruin the set up. instead cast midlvl cure spells then regen. and hope that the tank and thf are fast enough to pull it off. if they are not you dont need to be doing this technique.

blm:

1st) if your puller is coming back with low health refer to "1st" as stated above in the whm section.

2nd) if you are subbing whm then corrdinate with the whm so you are both casting a few mid-low lvl cure spells on the puller as he comes into range. this will aleviate the need for the whm to start spamming high lvl cures.

3rd) if you are setting up for fuidama coordinate with the whm as stated above to keep the puller alive for the set up.

4th) i cant stress this enough. do not nuke at all untill the tank has provoked 2 times! this is the single most important thing to remember at the begining of a fight.

5th) no chain nuking.


with these simple tips you can not only conserve mp but run an effective XP party with little to no ping ponging. thanks for listening.


Honestly, I see no need to rate down this post. He came in griping, but offered suggestions and tips instead of just ranting. While, for the most part, you are preaching to the choir here on Allakhazam, this may help some newbies who are having these problems. Of course, if you are in the Dunes, just scale this down to "..cast Cure I instead of Cure II at the start".
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#43 Aug 15 2008 at 9:13 PM Rating: Good
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dacypher wrote:
Honestly, I see no need to rate down this post. He came in griping, but offered suggestions and tips instead of just ranting. While, for the most part, you are preaching to the choir here on Allakhazam, this may help some newbies who are having these problems. Of course, if you are in the Dunes, just scale this down to "..cast Cure I instead of Cure II at the start".


...

Read the OP date.
#44 Aug 16 2008 at 2:26 AM Rating: Decent
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Old thread is OOOOLLLLDDDD!!!! and lol -enmity build for mages or gtfo
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#45 Aug 16 2008 at 2:31 AM Rating: Default
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jparasite wrote:
I knew this was a necro-post, when I read the term "Fudaima" and knew what it meant =.=

Does that make me old school?


Only if you also know what yokodama is.
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#46 Aug 16 2008 at 3:35 AM Rating: Decent
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As far as pulling goes, when I pull I'll time my my range attack so I'm moveing a split second before the attack fires. If you time it right you can be ahead of the enemy most of the way back to camp. I almost never take any damge til I reach camp when I pull using this method.
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#47 Aug 16 2008 at 3:50 AM Rating: Decent
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Commander sandory wrote:
As far as pulling goes, when I pull I'll time my my range attack so I'm moveing a split second before the attack fires. If you time it right you can be ahead of the enemy most of the way back to camp. I almost never take any damge til I reach camp when I pull using this method.


I thought everyone did this?
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#48 Aug 16 2008 at 3:51 AM Rating: Decent
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Urthdigger wrote:
Commander sandory wrote:
As far as pulling goes, when I pull I'll time my my range attack so I'm moveing a split second before the attack fires. If you time it right you can be ahead of the enemy most of the way back to camp. I almost never take any damge til I reach camp when I pull using this method.


I thought everyone did this?


No, because it doesn't always work for people on some platforms.
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#49 Aug 16 2008 at 5:39 AM Rating: Decent
This age old argument is so 2005....

Regarding the BLM part, no one invites BLM anymore. End argument.
#50 Aug 16 2008 at 5:41 AM Rating: Decent
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And this is why Stoneskin is your friend. :3

Anyway, as a White mage I've only ever had these problems in Ninja tank parties, while yes, they completely avoid all damage with the shadows, but, as soon as those shadows disappear, then things can happen.

Mostly it's down to the shadows running out and the monster using some TP move of death or it's down to a TP move which wipes shadows or whatever, but, generally I have to switch from the rare casting of a Cure III to a Cure IV, which rarely gets me hit, but, even so Stoneskin normally absorbs the damage then the tank provokes again.

If things go to the verge of death for whatever reason I use divine seal and Cure IV, which I know will bring me hate, but, I do it because doing so stops the monster attacking the Ninja tank, giving him time to recast shadows and provoke, I really don't mind getting hit a few times if it means the whole party survives, if I have to die for that to happen, I really don't mind either.

However, there are some parties out there where you can cast Curage II after everyone takes a bad AoE hit and you won't get hate, I mean, sure they're rare, but, there are some.

I guess I sort of work on the idea that "If the dying person isn't taking the hits then they won't die". If you have to cast Cure III and get the hate just to make sure that the puller stays alive, then you should, it's your job as a healer to keep people alive, however that doesn't mean it's your fault for the situation, if they're that close to death and in range for a curing, then the tanker should have provoked already and you can do as stated in the opening post. However, it completely depends on the situation. There is no "YOU MUST ALWAYS DO THIS IN A PARTY" when it comes to healing. Well, aside from keeping people alive...
#51 Aug 16 2008 at 5:51 AM Rating: Good
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wtf is with the necroposts today?
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