I'm not sure how many people are in the same boat that I was in, but I'd often find myself with a crap load of stones and 0 silt on my BLM(going for perfect MB augments is really depressing!).
Anyways, I found a extremely easy way for a solo BLM to get massive amounts of silt. We're talking 100K+ in around 30 minutes if conditions are perfect.
1) You'll need WHM trusts and a tank trust. I personally like to use August/Yoran/Coffin/Selh'teus/Mihli.
2) A decent ilvl PDT set, nuking set and reforge AF body.
3) Fight any Domain Invasion wyrm and only -ja the adds(rotating each -ja down the list until all adds dead). Trusts should easily be able to keep you alive on all 3 wyrms, though sometimes you have to wake a WHM on Quetz. Use Myrkr as needed for MP and to erase debuffs and use Manawall when up.
4) Watch the silt roll in. The maximum silt you can get is 6K per evaluation, which is fairly easy to get and each eval. happens every 1 minute.
*It's important to note that the less people that are fighting the wyrm the better. You actually don't want the Wyrm to die, so doing this outside of JP primetime is highly recommended(luckily NA hours these seem to go untouched). 120K is the most silt I've got and that was just killing Naga Raja's adds until it depopped.
I'd imagine this works easily for GEO and BLU too.
Yeah, that's how I max contribution points on BLM. You get extra points for claiming them, so try and cast quickly. I lean on Mana Wall because there's no compelling reason not to, and I cast Death on the Wyrm when the mood strikes me.
A big part of that evaluation is the category "First Blood" which gives 800 points for each enemy that you are the first person to attack. In a full pop group, there are I think 11 adds, so that's 8800 per wave if you're not beaten to the punch by someone else using aoe moves. You do also get points for getting the kills on those adds, but that caps out relatively low, while I haven't seen a cap for First Blood.
Toralin what stones are you rolling for Merlinic gear? Trying to augment that gear is depressing. I need to at least get a second hat so that I can keep a solid one for FC.
Ah, I spammed a bunch of Taupe because they were cheap. In the boatload I used the best I got on Merlin Head is: 12 Mnd, 25MAB, 27MACC, 7MB Bonus. Also had 30MAB/10MB Bonus & 12 Int, 15MACC, 10MAB, 10MB Bonus. Kind of wish I had kept the last one.
I went through a few stacks of Fern yesterday but didn't get anything worth keeping with MB Bonus.
Trying to replace gear while maintaining 50MB Bonus is annoying.
well sometimes I am soloing and nuking on BLM without bursting, I realize the primary spot is magic bursting for blm so thanks for informing me of what the demand is but it doesnt answer my question in the least
He's technically right, due to revitalizer shenanigans on the hardest of content, but it's a really bad mentality to have. It's just like a melee job saying they only need 1 melee/ws set because they always have Idris GEO/COR/BRD buffs.
Comparing HQ Amalric:
Head - same MAB with a +21 MAB augment
Body - same MAB with a +31 MAB augment for A) or +36 for D)
Feet - same MAB with a +35 MAB augment
Legs - HQ Amalric legs have 6 more MAB in path A) compared to perfect MAB Merlinic or 11 more with path D)
Hands - HQ Amalric hands have 10 more MAB than perfect MAB Merlinic
I mean it's not exactly hard to make the comparison yourself. All of the Amalric +1 (sans head) goes beyond the total possible MAB cap on their respective merlinic pieces, but that doesn't take into consideration that you can get both 15 INT and 40 MAB as an augment, which leaves us exactly where we were assuming ideal augments. MB set remains largely unchanged, legs are even by far better than merlinic shalwar in terms of pure mab, assuming you can get 10 mb on feet/body/head, those are going to be your best options along with mizukage and rolling with friomisi/shiva +1 over static/locus, or even possibly twilight over seshaw (+1)
August + Arciela II + Karaha Baruha + Apururu (UC) + Moogle + BLM/RDM
August will get one-shotted the first time you miss a stun (and perhaps before then), but you can gravity kite Crom Dubh to death without much issue. Approximately the same strat works as GEO/RDM, but you don't have stun so August just dies to the first big WS.
I have soloed 10 pairs of Odyssean Gauntlets this way and like 2 pairs of Merlinic.
Add a real PLD, move the monster away from the trusts after engaging, and you'll have a comfortable duo win setup.
Just personal preference, but I'd suggest replacing Moogle with Ullegore. He's actually quite smart with his stuns incase you miss one, and with all the temps available to us in Escha zones, the extra 3 refresh isn't a big deal. Also, I found fire damage to be the most effective on him.
So I’ve never written a guide and I don’t claim to be an expert, but I wanted to try and write out a guide for Black Mage. I’ve always really enjoyed the job and it is one of the jobs that (sadly) didn’t have a guide for it until now.
I will try and keep this updated as much as I can. Gear wise, I will try to keep a low/mid/high tier sets up.
As I am only human, there may be mistakes within this guide or changes that may need to be made. Feel free to send me a PM, reply, discuss, debate, make suggestions, etc. I will add and change things as needed.