Welcome to the seventy-eighth entry of the Blue Magic Curriculum, where we talk about the spells found in the Blue Mage Spellbook, along with their strengths, weaknesses, and what about them could be improved. In this case, we’ll be discussing the ability of that allows us to rejoice in the glory of combat as we send wave after wave of shrapnel into our foe: Surpanakha.
|
Range: 0y
Radius: 16y
D.Type: Magic
Element: Earth
Alignment: Umbral
Explanation
Surpanakha is a Rank-5 Blue Mage Primal Ability, one of our heavily damaging oGCD nukes that we use to put out massive damage. In this case it was one that was introduced in Heavensward during Patch 5.15 and was one of the most unique for a time because it has a gimmick in that it uses charges. Basically, the first time you use this ability you gain a buff called Surpanakha’s Fury, which increases the damage of the ability for by 50% that lasts for 3 seconds and can be stacked up to three times. You also get up to a maximum of 4 charges, but each charge takes 30s to come back.
What this means is that when you hit it the first time, following up immediately after gives you a boosted version. And then again and again and again. That adds up to a huge amount of damage that goes from 200 potency (with 50% fall-off for every enemy after the first) until it reaches 500 potency, for a total of 1400 potency. We’ll get into the benefits and downsides to this ability below.
Positives
This ability has pretty much the highest burst damage potential of the Primal Abilities from this era due to the fact that you hit multiple times and each hit grows successively stronger. Boosted under Moon Flute and with the potential to do critical hits increased by Aetherial Mimicry: DPS, it basically melts through the HP of bosses whenever you unload all the charges into their face. It also has a massive radius of 16y, meaning you can catch a lot of adds with it or cover a vast area for non-boss situation, making it also useful for melting mobs in the overworld.
Negatives
However, for the positives there are negatives. That stacking buff goes away if you take any other action besides using Surpanakha, and I do mean any. You press another spell, its gone. And with only 3 seconds that means you can basically only spam it, effectively pinning you into place unless you want to lose a crap-ton of damage. That will get you killed in certain Raids as you try to squeeze out the damage.
You also have to wait longer between uses to make the most out of it. Anything less than full charges is wasted considering they stack, meaning that you miss out on damage and have to wait for them to cooldown again. A single accidental press or being forced to stop effectively wastes not 200 potency, but 500 potency minimum, so you’ll basically only be using it during burst phases in raids.
It also has no range whatsoever. It’s completely close-range, meaning you have to get right into the enemy’s face in order to blast them. Pair that with the fact that having to stop means you lose out on charges and that’s a lot of dead mages due to point-blank AoEs if they don’t plan ahead.
Overview
Surpanakha is a fantastic Primal Ability that easily allows them to output massive amounts of damage and is beloved during Moon Flute Openers since the 15s of no damage doesn’t stop the charges from building back up. However, if you do anything other than commit once you start then you’ve wasted a charge and it has no range whatsoever. You’ll basically only use it when you have max charges so it effectively takes 2 minutes to come off cooldown.
PROS
- Additive Charge Stacking
- Massive Radius
- Instant Cast
CONS
- 2 Minute Cooldown Due to Stacks
- Fall-Off Damage
- Short Range
Potential Improvements
- Increase Range
- Increase Stack Duration
- No Cancel Upon Execution of Other Actions