Unleashing the Power of Spell Burst in FFXI

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FFXI spell burst is a gameplay mechanic in the online multiplayer game Final Fantasy XI. It refers to the ability of a player to unleash a powerful spell with increased potency by timing it correctly during a skillchain. In Final Fantasy XI, players can execute skillchains by using a series of weapon skills or magic spells in a specific order, which creates a burst of elemental damage. This burst can be further enhanced by triggering a spell burst. To trigger a spell burst, players need to cast a magic spell that corresponds to the same element as the skillchain. For example, if a skillchain deals fire damage, casting a fire-based spell during the skillchain will create a spell burst.

FFXI spell burst

For example, if a skillchain deals fire damage, casting a fire-based spell during the skillchain will create a spell burst. The timing of the spell burst is crucial for maximizing its potency. If the spell is cast too early, it may not reach its full potential, and if cast too late, it may not trigger the burst at all.

The Black Sacrament -- A Guide To Black Mage

Apparently this applies to non-magic bursts as well? Does it only apply for damaging spells, or would something like a Slow spell make the enemy take less damage from Earth for 3 (5?) seconds?

If I'm solo magic bursting or nuking, do I ever have to worry about this? Does it last long enough that one spell to the next will be affected, or is it generally only a problem if you try to volley a monster with multiple nukes from different people? Can I do something like Fire VI -> Firaja on a skillchain and not worry about the reduction, or should I do two different elements?

Lastly, I asked this question in the random question thread, but I probably should've just asked it here:

Quote:

You have to be wearing Mana Wall equipment (boots, cape) when you are hit in order to reduce the hit to your MP, not just during JA activation right?

Can you safely swap the gear in and out to keep the bonus for future hits? The FFXIclopedia says this:

Quote:

Must be worn when Mana Wall is activated and during its effect or the bonus will wear off (cannot regain bonus by putting the equipment back on).


. but I want to confirm. Fenrir.Kaldaek Offline Server: Fenrir Game: FFXI user: wbnightwolf Posts: 1012 By Fenrir.Kaldaek 2020-05-22 12:34:45

We have been using one to pull and hold mobs in dynamis. wave3 mobs.

Also the impact/burns/crowd control are all a plus over the DPS

Shiva.Berzerk Offline Server: Shiva Game: FFXI user: Berzerk06 Posts: 357 By Shiva.Berzerk 2020-05-22 12:35:30

I'm not sure on the specifics for nuke/resist wall, but for mana wall you need to keep the feet on or you lose the boost. I think my lua equips empyrean feet then disables the slot until it wears off.

Offline Posts: 14490 By Draylo 2020-05-22 12:38:55 Fenrir.Kaldaek said: »

We have been using one to pull and hold mobs in dynamis. wave3 mobs.

Also the impact/burns/crowd control are all a plus over the DPS


So its the same sets that are used for the raetic/Lathi. I had no idea people even bothered with BLMs in dyna wave 3, seems odd but thats nice that people still use it lol. I'm assuming you mean as far as the MACC, it isn't like BLM is lacking it though.

Bahamut.Justthetip Offline Server: Bahamut Game: FFXI user: sairasu Posts: 940 By Bahamut.Justthetip 2020-05-22 13:07:20 Draylo said: » Fenrir.Kaldaek said: »

We have been using one to pull and hold mobs in dynamis. wave3 mobs.

Also the impact/burns/crowd control are all a plus over the DPS


So its the same sets that are used for the raetic/Lathi. I had no idea people even bothered with BLMs in dyna wave 3, seems odd but thats nice that people still use it lol. I'm assuming you mean as far as the MACC, it isn't like BLM is lacking it though.

I wanna do blm strat again melee strat is boring been doing it so long could use the change up.

Asura.Crevox said: »

Getting some mixed descriptions on the "resist wall" or "nuke wall."

Apparently this applies to non-magic bursts as well? Does it only apply for damaging spells, or would something like a Slow spell make the enemy take less damage from Earth for 3 (5?) seconds?

If I'm solo magic bursting or nuking, do I ever have to worry about this? Does it last long enough that one spell to the next will be affected, or is it generally only a problem if you try to volley a monster with multiple nukes from different people? Can I do something like Fire VI -> Firaja on a skillchain and not worry about the reduction, or should I do two different elements?

Lastly, I asked this question in the random question thread, but I probably should've just asked it here:

Quote:

You have to be wearing Mana Wall equipment (boots, cape) when you are hit in order to reduce the hit to your MP, not just during JA activation right?

Can you safely swap the gear in and out to keep the bonus for future hits? The FFXIclopedia says this:

Quote:

Must be worn when Mana Wall is activated and during its effect or the bonus will wear off (cannot regain bonus by putting the equipment back on).


. but I want to confirm.

It only applies to damage nukes from what I understand and have noticed. You can nuke wall yourself if you cast fast enough I guess but its gotta be rare. If nuking with someone you and you have better gear you wanna get the first nuke off so you don't hit with the wall. You aren't gonna hit 99k nukes back to back but should still be higher depending on content and gear.

Offline Posts: 14490 By Draylo 2020-05-22 13:10:35

I still keep my BLM geared just in case they magically make it useful. I loved BLM in all FF games, I wish they give BLM Ultima spell or something cool, but I liked Death lol. They should also change Meteor up somehow, no way people will use 6 BLMs anymore.

While you can argue that you can tailor a setup to use BLM, it certainly isn't optimal at all over other options, so in reality it isn't a good excuse.

Offline Posts: 46 By kaiju9 2020-05-23 22:26:11

For Aspir, is there a clear winner between these 2?

1. Arch. Sabots +3 (can't find info on bonus potency)
2. Merlinic Crackows w/+18 Drain/Aspir

Fenrir.Kaldaek Offline Server: Fenrir Game: FFXI user: wbnightwolf Posts: 1012 By Fenrir.Kaldaek 2020-06-03 12:17:04

Yea we added a second puller to our setup and its BLM.

Path C SU5.
Manawall build + DT build.

refresh3
entrust refresh
ballad 2/3
minne 5
honormarch
evokersroll
tacticiansroll

Unfortunately he's galka -.-

Asura.Shiraj Offline Server: Asura Game: FFXI user: Shiraj Posts: 993 By Asura.Shiraj 2020-06-03 12:41:58 Fenrir.Kaldaek said: »

Unfortunately he's galka -.-


There's your improvement. Taru ftw. Galka smell too fat. Fenrir.Kaldaek Offline Server: Fenrir Game: FFXI user: wbnightwolf Posts: 1012 By Fenrir.Kaldaek 2020-06-03 14:09:48

Recommended improvements for the Manawall setup?


I haven't figured out if head/hands/legs should have refresh/meva/mp/etc.

What do other people put in those slots?

Im sure its situational. Like are we super tanking melee mobs or mobs that cast. Is there a great happy medium?

Thanks in advance!

Offline Posts: 1390 By Chimerawizard 2020-06-03 22:43:15

ItemSet 343718
If you aren't being hit by a lot of magic, consider swapping a bunch for more HP/MP/refresh. (amalric has the MP, merlinic the refresh; sadly volte has trash for hp/mp or that'd probably do best)
I haven't seen evidence of dmg > mp working with manawall active. 0dmg -x MP. Maybe it's just because I've never regained mp that it's hard to see or it may just check after the manawall check.

Fenrir.Kaldaek Offline Server: Fenrir Game: FFXI user: wbnightwolf Posts: 1012 By Fenrir.Kaldaek 2020-06-03 23:11:08 Chimerawizard said: »

ItemSet 343718
If you aren't being hit by a lot of magic, consider swapping a bunch for more HP/MP/refresh. (amalric has the MP, merlinic the refresh; sadly volte has trash for hp/mp or that'd probably do best)
I haven't seen evidence of dmg > mp working with manawall active. 0dmg -x MP. Maybe it's just because I've never regained mp that it's hard to see or it may just check after the manawall check.


Thanks. Relic gloves +3 look like best option for non magic maybe? Fenrir.Kaldaek Offline Server: Fenrir Game: FFXI user: wbnightwolf Posts: 1012 By Fenrir.Kaldaek 2020-06-03 23:13:53

Can anyone confirm if "Converts X% of damage taken to MP" works with/before manawall active?

Thanks in advance!

Offline Posts: 1390 By Chimerawizard 2020-06-03 23:16:07

Yeah, high defense for a mage and a lot of MP. when you drop below w/e you could swap to refresh+ instead if you want to truly min/max.

Fenrir.Kaldaek Offline Server: Fenrir Game: FFXI user: wbnightwolf Posts: 1012 By Fenrir.Kaldaek 2020-06-03 23:25:40

You seem to have practice with this. I was impressed with our BLMs ability to mass pull and hold mobs in dynamis wave 2/3 farm sessions. Even pulling fetters mobs and holding them all no problem.

Whats the most exciting thing you've done with manawall?

Offline Posts: 1390 By Chimerawizard 2020-06-03 23:30:51

sadly, I haven't played BLM in years. I love the job and want to see it be made better.
Last time I played BLM for real was when WoC was still new and we were manaburning geas fete NMs.
We didn't need for manawall since the tank was the only character close enough to the NMs to get hit.

I have supertanked several NMs through wipes on RDM & GEO just swapping to a meva heavy set and keeping myself alive with little effort.

Fenrir.Kaldaek Offline Server: Fenrir Game: FFXI user: wbnightwolf Posts: 1012 By Fenrir.Kaldaek 2020-06-04 07:42:25

I'm not convinced there is anything wrong with BLM.

We do proper buffs and proper a proper party alignment for him.

Not only is the pulling fantastic. But the additions of the BLM debuffs that can be casted like burn/impact and random bursting.

One shotting stats.

At least in dynamis I would say BLM is doing just fine.

Offline Posts: 11727 By Pantafernando 2020-06-04 07:50:34

Is it reliable to one shoot statues on BLM? ive just doing this on COR but all my COR already unlocked all relic pieces already.

Valefor.Yandaime Offline Server: Valefor Game: FFXI user: Yandaime Posts: 740 By Valefor.Yandaime 2020-06-04 08:15:21 Fenrir.Kaldaek said: »

I'm not convinced there is anything wrong with BLM.

We do proper buffs and proper a proper party alignment for him.

Not only is the pulling fantastic. But the additions of the BLM debuffs that can be casted like burn/impact and random bursting.

One shotting stats.

At least in dynamis I would say BLM is doing just fine.

Imo, it's nothing wrong with BLM as a job, no. The Job performs its tasks and duties just fine, even better than ever probably.

The problem I feel is that BLMs BIGGEST draw is Magic Burst and SE placed a very heavy nerf on Magic Burst with the Consecutive Burst nerf. Back when they did it, the nerf made sense because LSs were using BLM and Death ONLY to kill things. But Now? It's probably time to take that nerf off I think because it's much easier to just Buff a Magical DD to hell and just let em' rip.

I feel SE should remove that Burst Penalty or weaken it. And possibly look into allowing Bursts to break the damage cap as well. Just thoughts. Mine's still geared but it's been on the shelf for years now and I don't think I'm alone in this.

Seems it's a penalty to Elemental Spells in general not just Magic Bursts? Idk, seems much more noticeable on Bursts than anything but still its there.

Offline Posts: 1390 By Chimerawizard 2020-06-04 09:26:20

Elemental magic multiple target damage reduction needs to also be deleted from the code. BLU, BST, SMN, and any AoE WS aren't made to pay this penalty and when SE doesn't want us using AoE's to kill, they reduce the damage on secondary targets by a factor of like 10 anyway. That extra penalty just makes the -ga & -ra spells trash compared to their competition.

Valefor.Yandaime Offline Server: Valefor Game: FFXI user: Yandaime Posts: 740 By Valefor.Yandaime 2020-06-04 13:18:48 Chimerawizard said: »

Elemental magic multiple target damage reduction needs to also be deleted from the code. BLU, BST, SMN, and any AoE WS aren't made to pay this penalty and when SE doesn't want us using AoE's to kill, they reduce the damage on secondary targets by a factor of like 10 anyway. That extra penalty just makes the -ga & -ra spells trash compared to their competition.


Excellent point. Yeah this really should be fixed, literally every other form of AoE in the game does full damage across all targets unless forcefully halted. Elemental -Ga, -Ja, and -Ra should be the same as everything else, like why not? Lol

Bahamut.Celebrindal Offline Server: Bahamut Game: FFXI user: Celebrindor Posts: 1377 By Bahamut.Celebrindal 2020-06-04 14:03:08

There are ways to implement a "consecutive magic use penalty" without destroying the concept of magical strategies, and there are ways with some fights to even avoid it completely.

-total damage marker before damage is reduced.

-change how non-BLMs burst. Either separate non-BLMs from the resist wall rules by not having their nukes count, or cap their damage massively compared to BLMs. They have other contributions to the battle, BLM not nearly as much. In some ways that would be like 1handed swords increasing a -DT wall while the PLD beats on a mob, then your greatsword DRK shows up and can't hit for ***because of the -DT wall caused by lesser DDs. Let BLMs still hit full damage as long as they're not being cockblocked by lesser mages.


-stop your goofball RDMs,BLUs,SMNs, and GEOs from bursting if you brought 3 BLMs. I dont' care how good your GEO burst set is. Its not a T6 nuke with more natural MAB,MBB, and better gear.

-vary the nuke used among different players. Say 2 use Lightning and 2 use Fire on Light chains for example.

I really think there has to be a way to allow BLMs to do their job without borking the game completely to where only BLM strats are used.

Bahamut.Minimuse Offline Server: Bahamut Game: FFXI user: grumpette Posts: 195 By Bahamut.Minimuse 2020-06-04 14:46:27 Bahamut.Celebrindal said: »

-stop your goofball RDMs,BLUs,SMNs, and GEOs from bursting if you brought 3 BLMs. I dont' care how good your GEO burst set is. Its not a T6 nuke with more natural MAB,MBB, and better gear.

^
Cele, somedays I hate playing COR for the reasons you state about non BLMs lowering the burst damage of fully geared BLMs.

I love helping other groups and LSes, but not in a situation where the leader is lacking the support for melee and knowledge of battle mechanics. He'll ask all CORs to Leaden Salute a Dynamis boss down. The leader doesn't understand that this method will dramatically lower the damage of an R15 Death Penalty Cor from 90k to 5k. So you have 2 poorly geared roll CORs who at best can hit 10-20k Leaden Salutes mitigating everyone's Leaden Salutes to 5k and below. If I switch to Wildfire, I get evil stares for not following leader protocol.

Some groups you just can't help until leadership learns humility and has a better grasp of game mechanics.

Bahamut.Celebrindal Offline Server: Bahamut Game: FFXI user: Celebrindor Posts: 1377 By Bahamut.Celebrindal 2020-06-04 14:48:07 preach it, sister. Valefor.Yandaime Offline Server: Valefor Game: FFXI user: Yandaime Posts: 740 By Valefor.Yandaime 2020-06-08 14:21:33

Something I think would be nice for BLM is a trait that changes their Melee to Non-Elemental damage. Kinda like how Arciela attacks. Would give BLMs a potential usefulness to swing at things for funzies (Strictly for funzies though, they'd still get whomped if in AoE range of anything dangerous)

Asura.Biglovin Offline Server: Asura Game: FFXI user: Monko Posts: 325 By Asura.Biglovin 2020-06-08 15:05:13 Valefor.Yandaime said: » Chimerawizard said: »

Elemental magic multiple target damage reduction needs to also be deleted from the code. BLU, BST, SMN, and any AoE WS aren't made to pay this penalty and when SE doesn't want us using AoE's to kill, they reduce the damage on secondary targets by a factor of like 10 anyway. That extra penalty just makes the -ga & -ra spells trash compared to their competition.


Excellent point. Yeah this really should be fixed, literally every other form of AoE in the game does full damage across all targets unless forcefully halted. Elemental -Ga, -Ja, and -Ra should be the same as everything else, like why not? Lol

This is so true. It's insane that my Blu can aoe for 20k to each mob WHILE terroring them long enough to get my own sleepga off into another 15-20k aoe that petrifies them, ect, ect. All at the same time meleeing a mob that will give me unlimited MP from my main hand weapon.

And as much as I love that, I would also love to be able to reasonable play my Blm again in some sort of fashion that doesn't involve only doing things with my few friends when we want to kill something differently just because we can.

Bahamut.Celebrindal Offline Server: Bahamut Game: FFXI user: Celebrindor Posts: 1377 By Bahamut.Celebrindal 2020-06-08 16:23:00

So. I think that those of us who have played BLM enough are aware of the mistakes made by SE trying to correct over-usage of BLM based tactics:

-the AoE nerf that affects Black Mage nukes but not Blue Mage Nukes (as mentioned right above) or AoE elemental weapon skills (such as Aeolian Edge).

-the resist wall from repetitive usage of the same element that again only affects Black Mages. 6 SMNs can use the same Bloodpact in a row without reduction in damage as they are repeated; 8 Corsairs can use Leaden Salute in a 4 second span, again they all land for their max damage (outside of ONE new mechanic only on a number of mobs less than fingers you have). But 3 Black Mages use 4 Thunder based spells in succession, the last 2 hit for less than they would independently.

There are others, but these two BY FAR have the most negative impact on playability of Black Mage. I think the real solution is to properly address these two major issues in a way that still encourages variety of strategy while also returning BLM to a functioning member of the endgame community. Yes, top groups that work hard can effectively use BLM strats. But one or two "off moments" can result in huge reductions of damage in a battle that can even go so wrong to even cause a failure. Meanwhile, there's never a moment where in a SMN strat if the SMNs are using their abilities too close to each other that results in a fail. They can blindly mash buttons and win. But 4 BLMs can't.

I don't really think the BLM community wants to be able to succeed even while in complete idiot mode and just blindly push ***. They want some finesse involved. but they want that involved for others as well to equalize things. In my opinion- it needs "fixes" on both sides, some extra freedom for BLMs, some restriction added to others.

A magic burst is the effect created when a spell, or certain other abilities, is successfully cast upon a target, within a specific window of time after a Skillchain has been performed. Effects that can create a magic burst, are spells, bard songs, ninjitsu, Blood Pacts from an Avatar, or a wyvern's breath attack. In order to create a Magic Burst, the element of the spell or effect must match the element of the Skillchain. The spell must finish casting within five seconds of the Skillchain's animation to produce a magic burst.
Ffxi spell burst

Players often rely on visual cues or audio cues to cast their spells at the right moment. Spell bursts can deal significant damage to enemies, making them an essential aspect of high-level gameplay. Furthermore, certain job abilities or equipment can enhance the potency of spell bursts, allowing players to unleash even more devastating attacks. Players can unleash spell bursts both as individuals or with a party, with coordinated timing ensuring the most effective use of this mechanic. The ability to time spell bursts accurately requires skill and coordination, adding an exciting element to battle strategies in Final Fantasy XI. In conclusion, FFXI spell burst is a gameplay mechanic that allows players to unleash powerful spells with increased potency by timing them correctly during skillchains. It adds an element of strategy and coordination to battles, rewarding players who can execute these bursts effectively..

Reviews for "The Importance of Spell Burst in FFXI Group Content"

1. John - 2 stars - I was really disappointed with Ffxi spell burst. The graphics were outdated and the gameplay felt slow and clunky. The spells didn't have any impact and the combat felt repetitive. Overall, it was not an enjoyable experience for me.
2. Sarah - 1 star - Ffxi spell burst was a complete letdown. The controls were confusing and difficult to navigate, making it frustrating to play. The story was convoluted and poorly developed, leaving me uninterested in progressing further. The lack of character customization options also made it hard for me to feel connected to my avatar. I would not recommend this game to anyone.
3. David - 2 stars - As a fan of the previous Ffxi games, I had high hopes for spell burst. However, it fell short of my expectations. The combat felt repetitive and lacked strategy. The spell system was confusing and didn't offer enough variety. Additionally, the game had a lack of content and the world felt empty. I was left feeling bored and unsatisfied.
4. Emily - 3 stars - I found Ffxi spell burst to be underwhelming. The graphics and animation were mediocre, and the sound design was lackluster. The gameplay was decent, but it didn't offer anything new or innovative. Overall, it was a forgettable experience that didn't leave a lasting impression.
5. Michael - 2 stars - Ffxi spell burst failed to captivate my interest. The gameplay was repetitive, with little variation in quests and missions. The world felt outdated and lacked the excitement of exploration. The character progression system was also slow and unimpressive. Overall, the game felt like a step back in the series and left me longing for the previous installments.

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