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    Player Zuidar's Avatar
    Join Date
    Mar 2011
    Posts
    290
    Character
    Zuidar
    World
    Bismarck
    Main Class
    BLU Lv 99

    Suggestions for Job Adjustments: Blue Mage

    Any thoughts or words to support this thread in anticipation of adjustments to blue mage is really appreciated.

    I don't have a lot in mind at the moment but adjustments to physical/magical blue magic spells would be nice in terms of either potency/damage/recast/healing potency to some or certain blue magic spells

    Swift Blade please! Blue Mage has A+ in swords and specializes in that skill (Pups get Dragon Kick and they're Tied on A+ H2H rank as Monk, Dancers gets Dancing Edge/Shark Bite and are A+ in daggers. Rune Fencers learn swift blade with an A MINUS but Greatswords are they're main weapon)

    Magic Hammer could use adjustments by lowering it's recast timer (and maybe buff it's low base damage) . Maybe adjust the potency of healing blue magic spells by having more blue magic skill influencing into the effects and increase base values, although little to no change to Restoral since that is only self target?

    Remove the decaying effects from Saline Coat.

    At the moment I don't think so much for the 8 hybrid Elementals' spells, but maybe later.

    Physical Blue Magic spells fell short outside of Chain Affinity/Burst Affinity, but even then they both have as well due to change of pace in endgame. Maybe a reduction in recast to Chain/Burst Affinity?
    And to be honest with regard to the C Path Augments of Su 3-5 blue magic Dyna Swords Mirage/Luhlaza/Zomorrodnegar , why Chain/Burst Affinity Recast.... why.... that doesn't make sense. Could of been better with something different from that

    Maybe adjustments to stats/modifiers/potency for the higher level physical blue magic spells
    like Sinker Drill, Thrashing Assault and others.

    I would like to touch on the subject about adjusting blue magic points costs for setting some spells, but that might be too much concerning......stuff.

    job ability Unbridled Learning and the spells that requires the JA's use to cast. I don't know... any chance to possibly lower Unbridled Learning's recast from 5 minutes? I feel like some of the UL spells shouldn't had been added to begin with since the effects doesn't work on NMs like Cruel Joke and Cesspool, and not to mention a lot of older spells that are a joke like Self-Destruct and Final Sting, and my goodness the damage Breath spells were terrible from the beginning. Would be nice to have a better spell like that Leafkin Regen/Healing move

    Cocoon / Nature's Meditation - maybe increase the duration from 90 seconds to 150-180 seconds?
    (1)
    Last edited by Zuidar; 10-29-2019 at 08:19 PM.