Here is a good Black Mage Guide by Kanican. This is the link to the actual website:
Kanican - BLM Guide (Part I)
______________________________________
- DISCLAIMER - This is for Computer Players only. I don't know how PS2 works with FFXI.
This Post Covers:
- Introduction to the Guide
- Setting a "Standing" Equip Macro
- Genearl Macro Considerations - Watching HP and MP Changes
- Equipment Macros - Order Matters
- Inventory Management
- Macro /recasts on Everything!
Introduction to the Guide
I think of all the jobs in Final Fantasy XI, Black Mage is probably the most sought-after in the endgame community. I guess this is definately true for teamKANICAN in particular since we're pretty much known for doing everything under the sun with Black Mage. I've heard a lot of knocks on strategies that use BLM DD recently and I guess, to be fair, there is some merit to those criticisms - the job itself is so strong in endgame activities, it really doesn't take a great deal of skill to produce good results.
However -
I think even with all the obvious advantages BLMs have in endgame material, soloing, etc. a great deal is still lost on the vast majority of 75 BLMs. Most would agree that certain players are "better" than others at their job (for any job), but whereas for some jobs the gap isn't all that large, for BLM, the difference between the worst and the "best" is just striking. My hope is to try to show just how incredibly strong a single BLM can be when played to it's fullest.
So why the hell should the career Black Mages bother listening to anything I have to say?
I always believe that no matter how good someone is at something, there is someone else out there that is better. That being said, I think that some of the solos I've done should be at least enough to warrant reading this.
Very little of anything stressed is actually related to nuking or damage. The vast majority of BLMs always focus on damage - this is an incredibly narrow-minded approach to the job. I want to stress the more subtle points of playing BLM endgame - the things that some people probably never bothered to consider or are too lazy to implement. I may go a good 3-4 posts without even talking about nuking or damage.
_____________________________________________
Setting a "Standing" Equip Macro
This is a huge key to anything that I do - whenever an action is not actively being performed, I always reset my equipment to a specific "standing" equip macro. This means I will never show my nuking equipment, enfeebling equipment, etc. out in the open for checking - 99% of the time I'm wearing this 1 setup. The significance and reasoning behind this is a BLM's equip doesn't matter as far as damage or enfeebling unless you're actively casting a spell. There are only a certain few stat bonuses that even matter when not actively casting (which is 99% of the time you're on BLM at some event).
- Damage Taken - %
- Auto-Refresh
- Movement Speed +12%
- Magic Defense Bonus
- Resistances
When considering gear in the "standing" setup, these are the only 5 things I consider. Notice none of them are offensive and the vast majority are purely defensive statistics. This setup is the most important equipment set for a Black Mage - more important than nuke equipment macros even. You're going to be in this setup about 99% of the time on any event and it does matter.
Main..................Terra's Staff..................Damage Taken -20%
Ranged..............Phantom Tathlum
Head.................Sorcerer's Petasos
Body..................Dalmatica......................Auto-Refresh ; Magic Defense Bonus +5
Hands...............Sorcerer's Gloves
Legs..................Sorcerer's Tonban
Feet..................Herald's Gaiters.............Movement Speed +12%
Back..................Umbra Cape..................Damage Taken -6%
Waist................Hierarch Belt
Neck.................Uggalepepih Pendant
Ear 1................Loquacious Earring
Ear 2................Sorcerer's Earring............Latent Effect: Damage Taken -30%
Ring 1...............Tamas Ring
Ring 2...............Snow Ring
A lot of pieces have stats that I didn't bother listing. The pieces with stat comments are the most important as they emphasize the main keys to this setup. Some key things to note are that I use a Dalmatica despite having AF2 Body - both have refresh but Dalma has additional magic defense. Some will mention that Dalmatica also has -50HP on it which is "suicidal" on a taru, but I'll go over why it's preferable later on.
The setup provides a ton of damage down in only 3 pieces - Terra's Staff, Umbra Cape, and Sorcerer's Earring. In this setup, I always have at least -26% damage down, -32% if at night, and -50% (cap) if I ever hit low HP due to the earring. This enhances survivability greatly and at only the expense of really 2 item slots (you should have a Terra or Earth staff with you regardless anyway).
Having a purely defense setup on at all times when kiting or standing isn't just useful when you have hate. Some BLMs tend to have a seperate macro for damage down when they take aggro, but why not just keep it on anytime you're not actively casting? Sometimes, shit hits the fan and AoEs do hit - Dynamis Windurst Vanguard Sweeps anyone? Having this setup on at all times prevents a ton of damage over time and with Stoneskin, may prevent any real damage.
___________________________________________
General Macro Considerations - Watching HP and MP Changes
Every action should always have a macro switch associated with it - there is always a "best" setup for any spell or situation. Whether you're doing a cure, nuking, resting, or something small like casting a bar- spell, there is always a best setup. If you can't think of a single stat bonus that helps, then the best set is just your "standing" setup. Because there is so much switching going on, your MP and HP are constantly changing with every action - this is incredibly annoying at times and even dangerous if certain setups put you in Yellow HP while others don't (around HP aggro mobs, you may end up killing yourself with your own macros due to HP changes).
There are generally a few rules to follow when testing out any macro in the future like Enfeebling, Nuking etc...
1) Your Max HP in any setup should never exceed your Max HP in your standing setup (to prevent HP aggro situations).
2) Macro as much MP gear in the "standing" setup as possible - it should have more than the other setups.
3) If you have Herald's Gaiters - Keep them on as much as possible and avoid switching them constantly.
4) Keep Max HP and MPs reasonably close to your MAIN setup.
Having a higher MP count when in "standing" or MAIN setup is essentially having free MP. This gives a slight edge in certain situations - for instance, when soloing, if you have higher MP counts in this setup, you can get a free Blink spell off before fighting and switching to setups with lower MP. The keeping HP at or below MAIN setup is extremely important and really needs to be followed. Granted there are few situations where this actually matters but when it does, you'll be glad you considered it. There is nothing more embarrassing than killing yourself with your own macro.
If you have Gaiters, keep them on as much as possible! Equip macros lag; meaning there is a delay between when you hit the macro and when you "blink" on the gear switch. While Stat bonuses usually work the instant you hit the macro, the running speed stat does not. This means you will still run slower until you actually "blink" the equip change. (Yes there is a way to do equip switches without the "blink" animation if you really want to - but later on I'll show why the animation is a good thing)
______________________________________________
Inventory Management
Unfortunately, there are only 60 slots availible for storing equip on you, so you cant possibly hold every item you want to use on every situation. This means you really have to prioritize what to take - weigh the benefits of each with the others etc. This part is really the one thing that requires the most trial and error - I've switched pieces out left and right constantly for the past 2+ years just because I had trouble weighing the benefits of each piece.
I keep myself at 56/60 at all times right now - 5 of these items are non-macro related... This leaves 51equip slots.
- Stack of Remedies
- Stack of Food
- Stack of Imperial Silver Pieces (Warp Taru)
- Reraise Hairpin
- Linkshell Pearl
_______________________________________________
Macro Recasts on Everything!
For any spell or ability macro, I end the macro with a recast of the spell. There are 2 main reasons for doing this.
1) If the spell is not up, you now know how long until it's u again - particularly useful for things like Aspir.
2) Sometimes you misfire macros - the /recast can tell you very quickly if you're trying to cast the wrong spell.
For any spell, the macro should have this basic format...
/ma "SPELL" <TARGETTYPE>
- equipment switches -
/recast "SPELL"
There should NEVER be a reason to look at the spell menu to find out the recast time on something. If you do this often on certain events then A) you're wasting time doing it, B) the fact that you're checking means it's probably a pressure situation and you should be doing something else.
For certain spells, knowing the recast is particularly important due to constant use but long recast timers. In particular, the sleep spells, the 2 drain spells, stun, and gravity/bind come to mind. I set 1 macro in particular with only spits out 6 recast timers for the sleep spells, gravity, and aspir. This macro becomes particularly important when doing things like Dynamis - where the sleep timers become essential to survival.
(The Macro for that would be: )
/recast "Aspir"
/recast "Sleepga"
/recast "Sleepga II"
/recast "Sleep"
/recast "Sleep II"
/recast "Gravity"
Now we come to Stun - of all the Black Mage spells, this is by far the most important to always know the recast timer on. Because it's used to often and is so vital, I not only macro the /reast into the spell macro itsefl, but also directly into MAIN gear setup macro.
Now in addition to reseting gear to the MAIN setup, this macro always spits out the recast timer for Stun. Generally in most fights, my chat log is literally spammed with the Stun recast because I press this macro so often. The 5 button on my keyboard is practially worn out since I press it so often now, too.
(The end of part 1 ^^)
______________________________________________
Kanican - BLM Guide (Part I)
______________________________________
- DISCLAIMER - This is for Computer Players only. I don't know how PS2 works with FFXI.
This Post Covers:
- Introduction to the Guide
- Setting a "Standing" Equip Macro
- Genearl Macro Considerations - Watching HP and MP Changes
- Equipment Macros - Order Matters
- Inventory Management
- Macro /recasts on Everything!
Introduction to the Guide
I think of all the jobs in Final Fantasy XI, Black Mage is probably the most sought-after in the endgame community. I guess this is definately true for teamKANICAN in particular since we're pretty much known for doing everything under the sun with Black Mage. I've heard a lot of knocks on strategies that use BLM DD recently and I guess, to be fair, there is some merit to those criticisms - the job itself is so strong in endgame activities, it really doesn't take a great deal of skill to produce good results.
However -
I think even with all the obvious advantages BLMs have in endgame material, soloing, etc. a great deal is still lost on the vast majority of 75 BLMs. Most would agree that certain players are "better" than others at their job (for any job), but whereas for some jobs the gap isn't all that large, for BLM, the difference between the worst and the "best" is just striking. My hope is to try to show just how incredibly strong a single BLM can be when played to it's fullest.
So why the hell should the career Black Mages bother listening to anything I have to say?
I always believe that no matter how good someone is at something, there is someone else out there that is better. That being said, I think that some of the solos I've done should be at least enough to warrant reading this.
Very little of anything stressed is actually related to nuking or damage. The vast majority of BLMs always focus on damage - this is an incredibly narrow-minded approach to the job. I want to stress the more subtle points of playing BLM endgame - the things that some people probably never bothered to consider or are too lazy to implement. I may go a good 3-4 posts without even talking about nuking or damage.
_____________________________________________
Setting a "Standing" Equip Macro
This is a huge key to anything that I do - whenever an action is not actively being performed, I always reset my equipment to a specific "standing" equip macro. This means I will never show my nuking equipment, enfeebling equipment, etc. out in the open for checking - 99% of the time I'm wearing this 1 setup. The significance and reasoning behind this is a BLM's equip doesn't matter as far as damage or enfeebling unless you're actively casting a spell. There are only a certain few stat bonuses that even matter when not actively casting (which is 99% of the time you're on BLM at some event).
- Damage Taken - %
- Auto-Refresh
- Movement Speed +12%
- Magic Defense Bonus
- Resistances
When considering gear in the "standing" setup, these are the only 5 things I consider. Notice none of them are offensive and the vast majority are purely defensive statistics. This setup is the most important equipment set for a Black Mage - more important than nuke equipment macros even. You're going to be in this setup about 99% of the time on any event and it does matter.
Main..................Terra's Staff..................Damage Taken -20%
Ranged..............Phantom Tathlum
Head.................Sorcerer's Petasos
Body..................Dalmatica......................Auto-Refresh ; Magic Defense Bonus +5
Hands...............Sorcerer's Gloves
Legs..................Sorcerer's Tonban
Feet..................Herald's Gaiters.............Movement Speed +12%
Back..................Umbra Cape..................Damage Taken -6%
Waist................Hierarch Belt
Neck.................Uggalepepih Pendant
Ear 1................Loquacious Earring
Ear 2................Sorcerer's Earring............Latent Effect: Damage Taken -30%
Ring 1...............Tamas Ring
Ring 2...............Snow Ring
A lot of pieces have stats that I didn't bother listing. The pieces with stat comments are the most important as they emphasize the main keys to this setup. Some key things to note are that I use a Dalmatica despite having AF2 Body - both have refresh but Dalma has additional magic defense. Some will mention that Dalmatica also has -50HP on it which is "suicidal" on a taru, but I'll go over why it's preferable later on.
The setup provides a ton of damage down in only 3 pieces - Terra's Staff, Umbra Cape, and Sorcerer's Earring. In this setup, I always have at least -26% damage down, -32% if at night, and -50% (cap) if I ever hit low HP due to the earring. This enhances survivability greatly and at only the expense of really 2 item slots (you should have a Terra or Earth staff with you regardless anyway).
Having a purely defense setup on at all times when kiting or standing isn't just useful when you have hate. Some BLMs tend to have a seperate macro for damage down when they take aggro, but why not just keep it on anytime you're not actively casting? Sometimes, shit hits the fan and AoEs do hit - Dynamis Windurst Vanguard Sweeps anyone? Having this setup on at all times prevents a ton of damage over time and with Stoneskin, may prevent any real damage.
___________________________________________
General Macro Considerations - Watching HP and MP Changes
Every action should always have a macro switch associated with it - there is always a "best" setup for any spell or situation. Whether you're doing a cure, nuking, resting, or something small like casting a bar- spell, there is always a best setup. If you can't think of a single stat bonus that helps, then the best set is just your "standing" setup. Because there is so much switching going on, your MP and HP are constantly changing with every action - this is incredibly annoying at times and even dangerous if certain setups put you in Yellow HP while others don't (around HP aggro mobs, you may end up killing yourself with your own macros due to HP changes).
There are generally a few rules to follow when testing out any macro in the future like Enfeebling, Nuking etc...
1) Your Max HP in any setup should never exceed your Max HP in your standing setup (to prevent HP aggro situations).
2) Macro as much MP gear in the "standing" setup as possible - it should have more than the other setups.
3) If you have Herald's Gaiters - Keep them on as much as possible and avoid switching them constantly.
4) Keep Max HP and MPs reasonably close to your MAIN setup.
Having a higher MP count when in "standing" or MAIN setup is essentially having free MP. This gives a slight edge in certain situations - for instance, when soloing, if you have higher MP counts in this setup, you can get a free Blink spell off before fighting and switching to setups with lower MP. The keeping HP at or below MAIN setup is extremely important and really needs to be followed. Granted there are few situations where this actually matters but when it does, you'll be glad you considered it. There is nothing more embarrassing than killing yourself with your own macro.
If you have Gaiters, keep them on as much as possible! Equip macros lag; meaning there is a delay between when you hit the macro and when you "blink" on the gear switch. While Stat bonuses usually work the instant you hit the macro, the running speed stat does not. This means you will still run slower until you actually "blink" the equip change. (Yes there is a way to do equip switches without the "blink" animation if you really want to - but later on I'll show why the animation is a good thing)
______________________________________________
Inventory Management
Unfortunately, there are only 60 slots availible for storing equip on you, so you cant possibly hold every item you want to use on every situation. This means you really have to prioritize what to take - weigh the benefits of each with the others etc. This part is really the one thing that requires the most trial and error - I've switched pieces out left and right constantly for the past 2+ years just because I had trouble weighing the benefits of each piece.
I keep myself at 56/60 at all times right now - 5 of these items are non-macro related... This leaves 51equip slots.
- Stack of Remedies
- Stack of Food
- Stack of Imperial Silver Pieces (Warp Taru)
- Reraise Hairpin
- Linkshell Pearl
_______________________________________________
Macro Recasts on Everything!
For any spell or ability macro, I end the macro with a recast of the spell. There are 2 main reasons for doing this.
1) If the spell is not up, you now know how long until it's u again - particularly useful for things like Aspir.
2) Sometimes you misfire macros - the /recast can tell you very quickly if you're trying to cast the wrong spell.
For any spell, the macro should have this basic format...
/ma "SPELL" <TARGETTYPE>
- equipment switches -
/recast "SPELL"
There should NEVER be a reason to look at the spell menu to find out the recast time on something. If you do this often on certain events then A) you're wasting time doing it, B) the fact that you're checking means it's probably a pressure situation and you should be doing something else.
For certain spells, knowing the recast is particularly important due to constant use but long recast timers. In particular, the sleep spells, the 2 drain spells, stun, and gravity/bind come to mind. I set 1 macro in particular with only spits out 6 recast timers for the sleep spells, gravity, and aspir. This macro becomes particularly important when doing things like Dynamis - where the sleep timers become essential to survival.
(The Macro for that would be: )
/recast "Aspir"
/recast "Sleepga"
/recast "Sleepga II"
/recast "Sleep"
/recast "Sleep II"
/recast "Gravity"
Now we come to Stun - of all the Black Mage spells, this is by far the most important to always know the recast timer on. Because it's used to often and is so vital, I not only macro the /reast into the spell macro itsefl, but also directly into MAIN gear setup macro.
Now in addition to reseting gear to the MAIN setup, this macro always spits out the recast timer for Stun. Generally in most fights, my chat log is literally spammed with the Stun recast because I press this macro so often. The 5 button on my keyboard is practially worn out since I press it so often now, too.
(The end of part 1 ^^)
______________________________________________
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