Exactly! Plus, in the live letter, it was said that some blue magic spells can become stronger when used in combination with other certain BLU spells.
Atm though, we won't know till January, but still fun to speculate!
I just hope we get a healing ability.
“Courage is the magic that turns dreams into a reality”
There is a signature blue magic healing spell called "White Wind". It first appeared in FFV. White Wind is already in XIV, it is used in "Battle in the Big Keep", and used by "Enkidu". This can be accessed via the ARR Hildebrand quest line.
This was from the discord translation so just posting it in here for BLU
Mighty Guard-Take lesser damage. Enmity obtained will increase while in this effect but dealing damage will be lowered.
Water Cannon
Water Elemental Damage on an enemy. Potency : 120
I noticed there's a skill that's learned from Copperbell Mines.
If it's going with the trend of making the skills learned from bosses, I'm thinking it might be Boost from Gyges, since that could be an introduction to the concept of using a skill to power up the next.
I hope not. No job needs a Dark Arts ability.
Error 3102 Club, Order of the 52nd Hour
Going with the assumption that every Primal gives an ability, Garuda would likely give Wicked Wheel.
I would bet actually money on Mighty Guard being the level 15 quest ability. By having us get it from there, we will have in available just in time to start running dungeons as groups of 4 BLM.
I wonder if we will also get a healing stance, to go alongside Mighty Guard. If not, hey, at least the community will finally have a use for the role action Drain.
I think it would be reasonable to expect the healing and tanking stances to be quest rewards, but maybe it would make more sense for the healing stance at 15 and the tank stance at 30? Even tanks don't get their tank stance until 30, and lower level parties can probably manage without tank stance as long as the designated damage dealers use Diversion.I would bet actually money on Mighty Guard being the level 15 quest ability. By having us get it from there, we will have in available just in time to start running dungeons as groups of 4 BLM.
I wonder if we will also get a healing stance, to go alongside Mighty Guard. If not, hey, at least the community will finally have a use for the role action Drain.
Error 3102 Club, Order of the 52nd Hour
I agree with this. This makes the most sence, given that it is inline with how the other jobs learn their role stance skills. I did not consider a healer stance, but i think that sounds like a great idea! mu only thought then, is what other healing skills we may get. White Wind is of course a given, as it is already in game, but I'm curious to see what the dev team has come up with.I think it would be reasonable to expect the healing and tanking stances to be quest rewards, but maybe it would make more sense for the healing stance at 15 and the tank stance at 30? Even tanks don't get their tank stance until 30, and lower level parties can probably manage without tank stance as long as the designated damage dealers use Diversion.
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