Elemental Magic 101
At the request of a good friend, I am writing about the blm's elemental spells. To undestand the fundamentals of SMN and BLM we must first look to the origins of the game it self. In oriental culturs the belief in a balamce of elemental properties is inportant to harmony in life ans spirit. In the game FFXI everything can be associated to one or more elements. I present to you the elemental chart for FFXI.
FFXI Elemental Chart
How To Read the Chart
The first thing i want you to do is disreguard the white/dark elements becuast the are only opposed from each other and there are realy no DD associated . What is inportant to understand is that each element is strong against one ans weak to a different one. The 6 elements form a circle of one element over the next. So, for example, earth is weak against wind becuas the wind element is over earth. Additionaly, earth is strongest against lightning, once again, earth overlaping lightning.
The chart does have a shred of commun sence to it.
Fire melts Ice
Ice chills the wind
Wind errodes the earth
Earth grounds lightning
Lightning travels through water
Water puts out a fire
Choosing Your Elemental Spells
It is inpotant to know what elements you target is weak against. Elemantals are easy, just hit them with the highest spells you have with out using the spell the matches the elemental and what it is strongest against. A Earth elementat will be almost inpervius to Earth, and lightning spells, so use wind (it's weakness) and the 2 other of your high spells. Mobs from COP are not listed and other that are not listed do not have a elemental weakness. The ? is for unknown.
Monster Elemental Weakness List
Bat: wind, light
Bee: ice
Beetle: ice, light (Aspir Works)
Bird: ice
Bomb: fire
Cardian: unknown
Cockatr: ice, wind
Coeurl: earth
Crab: ice, lightning
Crawler: ice, lightning, dark (Aspir works)
Demon: light
Dhalmel: wind, lightning
Doll: lightning
Doomed: fire, light
Dragon: ?
Evil Weapon: fire, Light
Fly: ice
Fungar: light
Ghost (undead): fire, light
Goblin: light
Hound: fire, light
Leech: light
Lizzard: ice, wind
Mandragora: fire,ice,lightning, dark
Morbal: fire
Orc/Orc Warmachine: water
Pugil: Ice, lightning
Quadav: Lightning
Rabbit: lighting, water, dark
Raptor: water
Sapling: ice, dark
Scorpion: ice, light
Sea Monk: ice, lightning
Shadow: Fire, light
Sheep: Lightning, water
Skeleton (undead): Fire, light
Slime: fire
Tiger: fire, lightning
Treant: fire, dark
Worm: wind, light (Aspir Works)
Wyvern: dark
Yagudo: Ice
Spells By Element
Fire: Fire1-4, Firaga, Flare, Burn
Water: Water1-2, Wateraga, Flood, Drown
Lightning: Thunder 1-4, Thundaga, Shock Spikes, Burst, Shock
Earth: Stone 1-4, Stonaga 1-2, Rasp, Quake
Wind: Aero 1-4, Aeraga 1-2, Silence, Choke, Tornado
Ice: Bliazzard 1-4, Blizzaga1-2, Frost, Freeze
Dark: Aspir, Drain, Bio1-2, poison, sleep1-2, sleepga 1-2
Light: Dia, Bannish1-2, cure(undead)
BLM Casting Technique
The obove charts are quides and are not absolutes. With that being said, i usualy nuke with my top 2nd and 3rd spells with the occasional highest nuke. It is also inportant to pace you self to not get the hate. I usualy nuke in a steady rythum to avoid the hate. This will also conserve your mp and allow the mellee to have more tp for skill chains. Additionaly if something goes wrong toy can turn up the rythum for more damage. As the blm, you realy set the pace on how fast the mob dies because you do 50-70% of the total damage form the party.
I will write more on Magic Burst, euipment, and ancient magic later tonight.
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