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View Full Version : FINAL FANTASY XI Job Adjustments Manifesto [Blue Mage]



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Felren
07-16-2011, 01:54 AM
Example Adjustments
Adding new blue magic spells
Additional HNM moves for the blue mage to learn.


Kinda vague but if you were into more specifics you might give away what spells we'd learn.

Protect/Shellra blue spell would be quite amazing for one!

I'd love an evasion boost spell (Sigh maybe from tonberries?), as is Blue Mage's native evasion skill is rather low, and having this would be wonderful. We have feather barrier but that is at a 25% uptime, and is (only) +20 evasion. This is probably one of the most useless blue mage spells right now...

A Phalanx blue mage spell would be better than anything else I could think of right now. Having no native enhancing makes Phalanx from /rdm fairly weak. I love that Blue mage can do so many things, and with Cocoon/ a good PDT set/ self heals/ controlled damage bursts Blue mage can be a good blood tank and a good solo as well. I don't really think Blue Mage would overshadow pld that much either with a self-phalanx, as blue mage doesn't even have a native shield skill.

Other than that, some more damage spells to be up to par at 95,99 would be great, but I'd really like to see multiple high end magical spells next time at once. As it has been for Blue mage magical nukes, we usually only have a good spell or two, and if a HNM is very resistant to one/both of them, we don't stand a chance at being even half as useful as a Blm.

Also, not being on staff magians really hurts our magical damage potential, as the damage bonus from elemental magian staves is amazing. Either letting us use them or compensating for the fact we don't have access to them would be nice.

Also, Blue mage is the last job I would think would have a Cure V equivalent at this point in the game seeing as not even Rdm,Sch has one yet (even though they're way behind as healers without it), I think a very strong self heal would be nice for Blue mage solo (Restoral!!!). P-embrace is nice and all but maybe more MP efficient next time!

Inafking
07-16-2011, 02:22 AM
I do wish enhancments would last longer. (composure style)

90+ spells are going to HNM spells that will be off the chain dmg but hard to get.

Agree about magian staffs. But for personal use, I wouldn't trade my swords for anything.

Sub SCH, use Light Arts, equip light staff and see what happens to Embrace/Magic fruit. It's not VI but it beats IV.

I don't have much I would add to BLU. It's one of the only jobs I think square has right. That's why I didn't create this thread. To make sure I'm contributing and not just commenting, I'd like to see Chain Affinity and Burst Affinity work more like Light Arts / Darks Arts as an allways up alternating pair.

-- Edit --
Oh, and a Sword WS we could darkness sc would be nice. I know about the Nyzul WS but until they add real info to Wiki or make it easier, getting off floor 1 is impossible.

Kwate
07-16-2011, 03:43 AM
Basically stated the obvious, would have liked to see us get at least 1 more JA. But I am very much looking forward to some enhancing spells.

xbobx
07-16-2011, 03:53 AM
I would like to see a job trait at 99 that reduces all spells by one blu magic point.

Raxiaz
07-16-2011, 12:10 PM
That'd be pretty lulzy, xbobx... lol.

I'd like an Aquaveil type of enhancement spell... and a more worthy Evasion+ spell, lol... A Pro/Shell type spell (ahem like Mighty Guard) would be *awesome* but I won't keep my hopes up, y'know...

I'd like to see high-level nukes for all elements, too... on the magical side... but other than that, I think BLU is pretty legit.

Ravenmore
07-16-2011, 04:23 PM
lmost every job update we get is adding new blu spells. Not being mean but should really be used to this by now. Though really happy with the change to Azure lore so I feel blu is at a good place. Also considering what some of the other jobs got blu looking real good lol.

Kwate
07-16-2011, 05:30 PM
You want to see a crappy roadmap see DRK, so I guess we're pretty well off. I was less than enthusiastic to see Behemoths thunderbolt in the .dat mine when we just received CW, not sure what SE is thinking on this.

Kasandaro
07-16-2011, 05:45 PM
You want to see a crappy roadmap see DRK, so I guess we're pretty well off. I was less than enthusiastic to see Behemoths thunderbolt in the .dat mine when we just received CW, not sure what SE is thinking on this.

I dunno, depending how fast it recasts and if it still has the stun, I'm seeing a Whirl of Rage replacement/supplement when CW farming, since it shares lightning.

Really need to see what the spells are before we can make a decision. As opposed to some of the other classes, which are already screaming.

Covenant
07-17-2011, 04:45 AM
On bluemages Manifesto...

...no mention of my "Shimmer" idea. Which is when a BLU stacks a family-type range of spells, a BLU effectively becomes a specific-type of mob family. The BLU gains a "shimmer"(manually turned /on & /off via configuration) that visually shows the blue affinity. Blue affinity SHOULD other than give "killer effect" decrease all moves against said BLU.

BLU have a lot of spells...I'm overwhelmed sorting and setting them. Can SE or someone on WIKI sort them via effects and strength? 30 sec Durations are kinda underwhelming but no different than other jobs.

As far as a BLU "composure" I don't think BLU really understand what they're asking for. Increasing recast timers can really hurt a blu spamming physical spells, especially Headbutt.

I wouldnt know how to incoporate this in game, but wouldn't it be cool if through some sort of mechanic a BLU looks like a "soulflayer"? Maybe if a BLU cast x amount of MP in a minute period, they gain a +MaB at the expensive of increased MP? Think the BLU AF quest.

Kwate
07-17-2011, 11:14 AM
The way I see it, a Composure JA would actually fall inline. We have JA for physical and magical spells ie. CA, EFF, BA, but nothing for our enhancing spells. Also doesn't Composure only affect enhancing spells as far as recast goes? Correct me if I'm wrong.

Neisan_Quetz
07-17-2011, 11:19 AM
Affects all recasts, +25%.

Prothscar
07-17-2011, 12:05 PM
If you're smart you'll cast your buffs then cancel the JA.

Covenant
07-17-2011, 02:39 PM
I think your wrong. It increases duration of buffs, but makes all recast timers longer?

Ravenmore
07-17-2011, 03:16 PM
You want to see a crappy roadmap see DRK, so I guess we're pretty well off. I was less than enthusiastic to see Behemoths thunderbolt in the .dat mine when we just received CW, not sure what SE is thinking on this.

They said we were getting the HNM moves almost a year ago so really nothing new other then atleast they are still going though with it.

When you think of Behemoths 2 moves come to mind, thunderbolt and meteor. If we get the add effect of stun the mob version has it will be the best AoE farm spell in the game. I'm sure they been plainning on this spell for awhile.

Neisan_Quetz
07-17-2011, 05:21 PM
I think your wrong. It increases duration of buffs, but makes all recast timers longer?

Yes. And what Proth said.

Defiledsickness
07-20-2011, 12:00 AM
this wasn't a report on the next update this was just their plans for jobs, so nothing specific needed to be there. but HNM spells will make collecting spells fun again. it was crazy knowing you had 100 spells to farm at the start, but 5 levels has only been about 10 spells lately. so it's nice to know it'll take us a bit longer from 90-95.

as for enhancement durations i'd rather they just added some armor. even if its for a few jobs, they could make something for blu that "enhances spell duration". Rdm and Brd both got AF Accessories that did this. (whm and sch could really use it too)

xbobx
07-20-2011, 04:01 AM
Not looking forward to farming HNM spells considering some spells took me over 100 mobs to learn before.

Harrow
07-20-2011, 06:30 AM
I do wish enhancments would last longer. (composure style)

90+ spells are going to HNM spells that will be off the chain dmg but hard to get.

Agree about magian staffs. But for personal use, I wouldn't trade my swords for anything.

Sub SCH, use Light Arts, equip light staff and see what happens to Embrace/Magic fruit. It's not VI but it beats IV.

I don't have much I would add to BLU. It's one of the only jobs I think square has right. That's why I didn't create this thread. To make sure I'm contributing and not just commenting, I'd like to see Chain Affinity and Burst Affinity work more like Light Arts / Darks Arts as an allways up alternating pair.

-- Edit --
Oh, and a Sword WS we could darkness sc would be nice. I know about the Nyzul WS but until they add real info to Wiki or make it easier, getting off floor 1 is impossible.

Yes, and I think SE should display WS points - I've done over 3K WS with Sapara and still haven't lost the latent effects.

Zagen
07-20-2011, 06:46 AM
Yes, and I think SE should display WS points - I've done over 3K WS with Sapara and still haven't lost the latent effects.
Sapara of Trials? The one that needs only 300 WS to unlock if you aren't closing SCs?

Neisan_Quetz
07-20-2011, 06:51 AM
Yea Idk how you do that either, I unlocked mine solo on Rdm on ladybugs...

Raxiaz
07-20-2011, 09:19 AM
I would like to hope that HNM spells are relatively higher in % to learn than regular mob spells...

...but that's just wishful thinking... knowing SE, they'll make the learn rate like 5% or some crap.

Habiki
07-20-2011, 12:08 PM
Hopefully the HNM spells aren't watered down to the extent of being useless to set. I'm guessing thunderbolt will be poor dmg, no stun effect, outside abyssea with smaller range then behemoths version, inside we might be able to push the damage higher due to atmas.

I'd like to see more JA's perhaps one that makes our magic damage good on its own without use of atma, or one that makes physical magic useful to cast on anything with high defense. We are basically the best job at killing to weak mobs outside abyssea, and the worst job to bring to HNMs or anything of that caliber defense wise, even with all the atmas in abyssea our physical spell dmg is poor on enemys like Orthrus. I'm glad we're getting new HNM spells to play with, just wish we could be useful against such mobs as well.

Kwate
07-20-2011, 12:48 PM
I agree, for it to be classified as an HNM spell, I think we have the right to expect a little more from it. These are the spells used from the most powerful beings in Vana'diel, I expect these spells to stand out some.

Toukai
07-20-2011, 01:17 PM
Spike flail would be fun... Would suck if only races with a tail could use it. My poor Elvaan T-T


But if anything I'm expecting them to gimp the Hnm spells a lot. Unless the Mp cost is really high and the damage mods are sick we might as well stick to our current spells, Charged whisker is pretty sweet in Abyssea if ur settin up to cleave. I just really hope their not too expensive to set, if each is 5 points then they'd better be worth it. And make some good JTs with them too.

Covenant
07-20-2011, 04:15 PM
Having farmed peiste I can't believe people haven't asked for "Grim Glower". What is it 30sec of non-stop petrification.

As far as blu Job traits, rather than just adding traits I'd like to be able to get next tier of all existing traits. Also, the autoregen and autorefresh traits should get an additional +2~3 pts/tic based on how many spells added. Auto refresh really needs to be reworked from it's over complicated formula. Why is it the only blu job trait requiring such a ridiculous formula? Granted at lower lvls was fair but we're approaching lvl 99 and have a refresh spell now. Just like any other trait should only require 2 spells to start.

Each additional set of 2spells should boost all traits an additional tier much like them"clear mind" formula.

Toukai
07-20-2011, 10:17 PM
I think just one more level of Auto refresh is all we'd get, I mean Smn (although the black sheep of ffxi) only just got auto refresh II @ 90, and Pld still only has auto refresh 1. Poor drk still has none and requires an item slot but bale fixed that.
They did sort of fix it, instead of 4-5 spells we only need two now. 2 Rather decent spells at that, winds of promy i keep on at all times and the 2nd spell varies. we've got a few 4 pointers now. If anything i hope they change the formula so its like 12 refresh points of spells gives autorefresh II. But I will admit there isn't much of a use for stinking gas or frightful roar. I'm not sure if frightfuls debuff stacks with Benthic Typhoons debuff...

And not all Jobtraits should be given next tiers, Doesn't war only have 1 tier of Double attack? I would like to see higher M.atk bonus traits though for the magical blue spells

Ravenmore
07-21-2011, 07:43 AM
You only needed 2 spells to set auto refresh for a long time not just recently. Unless just recently took blu from 60 to 90. If you mean spells you didn't have to had sea for then yea I can see that.

Toukai
07-21-2011, 09:03 AM
Yeah i didn't have sea for the longest, when i came back from an extended break i solod basically all of CoP and made sure to get my spells quick.

Ravenmore
07-21-2011, 10:35 AM
I see toulai you were just late to the party, better late then never.

Covenant
07-21-2011, 11:38 AM
Yeah I've dusted off my blue and I'm currently spell farming. At lvl 83, blue point spells even with merits are tight. I'm viewing my suggestion from lvl 1-99. Not just those who have everything unlocked. I'm currently at the first auto refresh with like 12 blue pts. I've yet to get battery charge so no refresh for me.

If SquareEnix think a +1 or +2 mp/tic will unbalance the game at this level I feel sorry for them. This will not save a player from a mob nor when mp runs out. Not to mention that elemental blue spells are so very expensive to cast. Auto refresh works nicely for things like a headbutt or sprout smack with very low mp cost, but anying over 50mp and that refresh fails.

What's even more bizarre if you think about it is the "Clear Mind" traits. Why does SE think bluemages are gonna be resting all over the place, needed 4 tiers of this? Yes, most of the spells useful anyway, but seriously...

Tashan
07-21-2011, 12:54 PM
A lot of HNM mobs have NQ versions in Abyssea. I believe they will be learnable from those too.

i.e. I've already had a THF in my LS steal Harden Shell from the NQ Adamantoise in Abyssea-Tahrongi to find its at least a 75% defense increase.

Neisan_Quetz
07-21-2011, 01:32 PM
That's less than Cocoon for crawlers and that got nerfed to half effectiveness, hopefully SE won't repeat.

Kwate
07-21-2011, 02:01 PM
Hmmm, actually not a bad idea, might try osmosis on several and see if its a flat % and approximate time on the buff. Might try on mariads as well.

Toukai
07-21-2011, 02:58 PM
Yeah I've dusted off my blue and I'm currently spell farming. At lvl 83, blue point spells even with merits are tight. I'm viewing my suggestion from lvl 1-99. Not just those who have everything unlocked. I'm currently at the first auto refresh with like 12 blue pts. I've yet to get battery charge so no refresh for me.

If SquareEnix think a +1 or +2 mp/tic will unbalance the game at this level I feel sorry for them. This will not save a player from a mob nor when mp runs out. Not to mention that elemental blue spells are so very expensive to cast. Auto refresh works nicely for things like a headbutt or sprout smack with very low mp cost, but anying over 50mp and that refresh fails.

What's even more bizarre if you think about it is the "Clear Mind" traits. Why does SE think bluemages are gonna be resting all over the place, needed 4 tiers of this? Yes, most of the spells useful anyway, but seriously...
Well i just got my +2 Blu Body today, the +2 refresh really comes in handy so I think that covers the jobtrait, and we could save some points setting more beneficial spells/job traits. I think thats what SE was thinking with the +2 empyrean body. With Battery charge im @ 6mp a tick, which aint bad, 7mp if im in an area with sanction/sigil. In Abyssea though i tend to grab MM and just go crazy with my mp when exp'ing.

Ravenmore
07-21-2011, 03:03 PM
Yeah I've dusted off my blue and I'm currently spell farming. At lvl 83, blue point spells even with merits are tight. I'm viewing my suggestion from lvl 1-99. Not just those who have everything unlocked. I'm currently at the first auto refresh with like 12 blue pts. I've yet to get battery charge so no refresh for me.

If SquareEnix think a +1 or +2 mp/tic will unbalance the game at this level I feel sorry for them. This will not save a player from a mob nor when mp runs out. Not to mention that elemental blue spells are so very expensive to cast. Auto refresh works nicely for things like a headbutt or sprout smack with very low mp cost, but anying over 50mp and that refresh fails.

What's even more bizarre if you think about it is the "Clear Mind" traits. Why does SE think bluemages are gonna be resting all over the place, needed 4 tiers of this? Yes, most of the spells useful anyway, but seriously...

They didn't like battery charge at 4 mp a tic, so they nerfed it and made it last longer. So on paper it looks like a buff since we get more Mp but how long does it take to get the mp back from the cast. We do get a 5 tic refresh with easy to get gear and a 6 tic with +2 and can go higher with other gear thats really just idle gear. Inside abyssea mp in not a problem outside you won't be spaming spells on anything that matters other then dyna and mp drainkiss works really well in there.

Zagen
07-21-2011, 04:31 PM
They didn't like battery charge at 4 mp a tic, so they nerfed it and made it last longer. So on paper it looks like a buff since we get more Mp but how long does it take to get the mp back from the cast. We do get a 5 tic refresh with easy to get gear and a 6 tic with +2 and can go higher with other gear thats really just idle gear. Inside abyssea mp in not a problem outside you won't be spaming spells on anything that matters other then dyna and mp drainkiss works really well in there.
How was it nerfed? You do realize we get an extra 100 MP now that we didn't get before right? >.> If you didn't set Conserve MP trait there was no point in setting Battery Charge if a RDM was there.

Ravenmore
07-21-2011, 06:10 PM
Its still a nerf since at 4 mp a tic it took 12.5 secs to regen the 50 mp you used to cast it, at 3 mp a tic it takes 16.6 secs to regen it who cares it last 5 mins if the fight will last 2 mins. Its just like max mp being crap its how fast you get mp back. And conserve MP is a waste of set with how many JTs we get that are far more useeful. Also yeah rdms are so reliable giving out refresh to anyone but the whms/blms. How many time on pld you have to beg for refresh.Really blu are low on the list of getting refresh and if it drops for more then a few secs no way a busy rdm is going to get refresh back on you in a timly manner, its better to cast your self.

Toukai
07-21-2011, 10:53 PM
Oh yeah, whenever i ask for fresh/haste as blu a rdm/whm barks "You can haste/fresh yourself!" And im like, I'm Elvaan, my mp pool aint that great...

Zagen
07-22-2011, 12:28 AM
Its still a nerf since at 4 mp a tic it took 12.5 secs to regen the 50 mp you used to cast it, at 3 mp a tic it takes 16.6 secs to regen it who cares it last 5 mins if the fight will last 2 mins. Its just like max mp being crap its how fast you get mp back. And conserve MP is a waste of set with how many JTs we get that are far more useeful. Also yeah rdms are so reliable giving out refresh to anyone but the whms/blms. How many time on pld you have to beg for refresh.Really blu are low on the list of getting refresh and if it drops for more then a few secs no way a busy rdm is going to get refresh back on you in a timly manner, its better to cast your self.
Are you honestly trying to argue that the less than 10 MP difference matters?

At 75 the RDM I ran with always had refresh on my BLU and then even after Battery Charge was introduced with the 80 cap, likely because 1) she didn't suck, and 2) she was a BLU and could see how the 3 set points (7 if you count Conserve MP) could be used for other stats/traits. She also had the PLD refreshed, many times when we did events her cycles were 6 players long and she didn't slip more than a few seconds here and there if that. She even used to refresh my SCH but I had to ask her to stop because the way I rode Uggy. Latent back then Sublimation made it easier to control my MP pool.

Refresh cycles are easy to setup if you roll with a RDM that can't handle that then well that's the player's fault not the job. But then again if I went by that logic I'd say BLU sucks as a DD based on all the BLUs running around Abyssea EXP parties spamming Bludgeon because they haven't farmed spells.

Ravenmore
07-22-2011, 02:06 AM
Blu lost 50 mp every 5 mins going from 2min30sec with 4 tic to 3tic for 5 mins. It still proves my point that SE deemed this was not balaced and nerfed it for 50 mp even though refresh 2 was released the same update. Its unlikly we will get auto-refresh 2 on the way to 95/99 unless they were pre-balacing over a 6 mounths early if you give the benafit of the quake. Thats not outside of what SE would do.

Something like T2 acc bouns is more likely , the jobs that get it are on T2 now or higher, drg I know gets T3 idk about rng or dnc. Maybe even another tier of eva bouns that would be nice and that can be subbed now with 45 thf. Tq. heart would be nice and use full and 2 jobs have it and its can be subbed, even MAB 2 would be welcom again can be subbed so now one would get bent out of shape over it.

Toukai
07-22-2011, 02:37 AM
I don't think "Nerfed" is the right word for this, its more like rebalancing. We're getting more mp overall, and the less frequent casting means we're saving Mp in the long run. Ticks twice as long as the normal refresh spell and returns a lot more mp for the cost.

If we get any Tier 2 traits, Mab II, Acc (for new endgame content @ 99) and perhaps a few others would be a welcome addition.

Ravenmore
07-22-2011, 03:57 AM
I don't think "Nerfed" is the right word for this, its more like rebalancing. We're getting more mp overall, and the less frequent casting means we're saving Mp in the long run. Ticks twice as long as the normal refresh spell and returns a lot more mp for the cost.

If we get any Tier 2 traits, Mab II, Acc (for new endgame content @ 99) and perhaps a few others would be a welcome addition.

We got 300 mp at the 4 tic of the spell now we get 250 both are after casting. Again if they were pre balanceing this for auto refresh 2 that I could see but highly doubt we will see it. Rdm can get a 4tic auto refresh in gear easier then blu and snm can get as much as blu with gear and triat. While it wasn't that big of a nerf it was still a reduction in MP regen for what seem to have been a non issue.

Zagen
07-22-2011, 04:19 AM
Rdm can get a 4tic auto refresh in gear easier
How so? As far as I can see RDM refresh gear is just as easy to get as BLU can get...
Hairpin = +1
Emp Body+2 = +2
Hands/Feet = +1
Subligar = +1

All of these are RDM and BLU friendly what am I missing?

Edit: Just in case, I'm not trying to be sarcastic or anything like that I'm just curious what I might be missing for my RDM.

Neisan_Quetz
07-22-2011, 07:19 AM
Oneiros Grip assuming notlolmeleeing, Moonshade for both, +1 refresh potency for Rdm and longer duration on self and others. Grapevine Cape or w/e it's called affects both iirc, +30 seconds.

Zagen
07-22-2011, 07:24 AM
+1 refresh potency for Rdm and longer duration on self and others. Grapevine Cape or w/e it's called affects both iirc, +30 seconds.
Those items require refresh effect so they aren't auto-refresh.

Didn't remember the grip though! gonna look into adding that into my gear set ^^

Neisan_Quetz
07-22-2011, 07:25 AM
Well both jobs are getting refresh effect... hence grapevine works on battery charge.

Zagen
07-22-2011, 07:27 AM
Well both jobs are getting refresh effect... hence grapevine works on battery charge.
Oh I don't disagree with that logic, but Ravenmore said RDM could get Auto Refresh from gear easier than BLU which is what I was trying to find out if she was mistaken or there was gear I wasn't thinking of/knew about.

Neisan_Quetz
07-22-2011, 07:34 AM
Oh no, it's pretty much the same in gear (excusing the grip), aside from the fact I had relic head on Rdm long before Abyssea, so the hairpin is actually more of a problem for me, can't find one at all. Will be farming for it later to raise my Ton hate in the process.

Zagen
07-22-2011, 07:39 AM
Oh no, it's pretty much the same in gear (excusing the grip), aside from the fact I had relic head on Rdm long before Abyssea, so the hairpin is actually more of a problem for me, can't find one at all. Will be farming for it later to raise my Ton hate in the process.
I thought tonberry in Abyssea didn't factor into tonberry hate, was that just misinformation?

Neisan_Quetz
07-22-2011, 07:43 AM
I was told they did, but my hate isn't maxed in the first place, and I have no idea how many kills maxes hate in the first place. I'll find out sooner or later from killing them.

Covenant
07-22-2011, 12:14 PM
I forget where I mentioned this at but isnt it time for SE to expand the beast chart to include all the new types such as elemental, firebrand, etc. Also, shouldn't something be done between beast men clans, so that much like animals bluemages can exploit clan moves against other clans?

For example, Goblins & Moblins (dark based) weak against light < Porogoo(water/light based) weak against ice/thunder<
gig as(ice) weak against fire < troll/Orc(fire) weak against water < sahgain/Quadav(water) weak against thunder < etc etc.
Most would have to be slightly reworked but most people get the general idea.

Urteil
07-22-2011, 07:04 PM
Are you guys serious?

Your manifesto was one of the only ones that made sense.


SE:

GIVING BLUE MAGES MORE BROKEN SHIT.

GRATS.

Love,

SE.

Defiledsickness
07-23-2011, 12:07 AM
dont be jealous cuz they arent announcing Kraken Club trials to level 95 :P

Kegsay
07-28-2011, 07:31 AM
Spells wise I think BLUs could really do with a form of Phalanx, especially since SE have in the past been trying to make us not use /nin (giving us dual wield, giving us occultation, etc). There's still a bunch of people who like BLU/WHM, so tossing in a Protect/Shell type move (even if the strength is one tier below WHM) would also be nice.

One thing I think SE has forgotten is the whole Monster Affinity thing, which made our AF1 head and Tier 1 merits. I would like to see a rethink of this 'trait' since quite frankly, it's terribly implemented at this point in time. Whilst I know Undead destroys Arcana, I'm never ever ever going to set Blood Saber or any kind of undead spell, because the multiplier is just pathetic. Since it's tricky to boost damage (and make it worth the set points) for casting, I think it would be better if it gave an 'intimidation' effect (maybe 25% proc rate) for even a short period of time (30 seconds even). You could then even make AF1 head and T1 merits increase the duration of this intimidation effect. This way, there's incentive to think what is good against what, whilst giving a noticeable reward for your effort, AND it makes AF1 head and T1 merits more relevant than it is currently.

Covenant
07-28-2011, 09:13 AM
I forget which mob(Ahriman or pots) gets which abilties, but ther are 3 damage negation moves of "range" barrier, magic barrier, and physical barrier. Each with a 30sec duration would be cool to have.

How about either rapido cactaur or that Mamool JA who "flees" move? (Watch the thieves cry foul even though this would be a spell with long recast).

Defiledsickness
07-28-2011, 11:50 PM
i dont think rapido 'casts' his flee though. and the point isnt to make blu not need a SJ, but we do need more defensive tools to compete with nin (not so different of a job). i'd love to get a -massive damage spell ^^ they can always add new mobs with new spells after all.

/ to the monster affinity talk so far. i used to set spells based on monster type back at 75, but now i dont even notice the family when setting spells. and the only decent dmg drain spell is the new one which works off of Blue Magic Skill and isnt undead type. blood drain rocks for farming, but idc about the mob family.

Draylo
07-29-2011, 06:48 AM
I would love protect/shell, even if its like II or III only. That would make /nin play more safe with shell if you don't have a WHM (soloing). I would also like Phalanx type spell too.

Kwate
07-29-2011, 07:47 AM
I think at this stage we could safely expect Pro/Shell IV. But any damage reduction buff with at least a 3~5 min duration is very welcome.

Kyte
07-29-2011, 09:31 AM
How so? As far as I can see RDM refresh gear is just as easy to get as BLU can get...
Hairpin = +1
Emp Body+2 = +2
Hands/Feet = +1
Subligar = +1

All of these are RDM and BLU friendly what am I missing?

Edit: Just in case, I'm not trying to be sarcastic or anything like that I'm just curious what I might be missing for my RDM.


The ease of getting RDM pants +2 or Relic hat does not in any way compare to getting random augments on the hairpin and subligar.

Zagen
07-29-2011, 09:59 AM
The ease of getting RDM pants +2 or Relic hat does not in any way compare to getting random augments on the hairpin and subligar.
I'll assume you're saying Relic Hat and +2 Legs(which don't give auto refresh) are harder to get than the annoying augments on pin/subligar.

Kyte
07-29-2011, 10:40 AM
They give a Refresh enhancement, which is more or less the same thing in practice.

Zagen
07-29-2011, 11:01 AM
They give a Refresh enhancement, which is more or less the same thing in practice.
Don't get me wrong, they are a great item but I mentioned "not auto-refresh" because I can't slap them on and get MP out of them without doing anything else, which is the gear I was looking for when I made that list of gear.

Tashan
07-29-2011, 11:19 AM
Those Refresh pins are a pain to find. Just abot to start farming them for my 3rd day in a row.

Prothscar
07-29-2011, 11:29 AM
Wonder if we'll ever get a Community Rep response to this thread like other jobs have gotten to theirs.

Bigboy
07-29-2011, 01:29 PM
It would be super swell if we could combine spells (even for really expensive totals) to add job abilities to BLU. I would expect them to be abilities we could already get from available subjobs, in the same vein as the job traits we already have access to.

Ravenmore
07-29-2011, 02:02 PM
Rdm doesn't have to give up all thier melee gear just to get the max refresh gear. Also relic hats rain from the sky now in dyna a event with no annoying stones and lights to worry about really they are hitting the floor now. After 5 days of farming with max, middle of the road, no amber the hair pin is by far harder to get then a hat that you know whats stats are on it every time it drops. Rdms can make use of idle sets more since thier not MELEEing. Really though its kinda mute once we leave abyssea rdm will be far ahead of blu again, blu will be useless in the new endgame.

Neisan_Quetz
07-29-2011, 02:07 PM
Need magical nukes for procs in VW. All of them.

Ravenmore
07-29-2011, 02:30 PM
Thought those change over the course of the fight, is it lock into on one magical type or does that change as well. Not hitting it will not mean a loss or a harder fight as not having the back up healing of rdm and refresh II. Haven't really done it and not conviced it will be the end of the line endgame for 99 unless they make the 95 - 99 emp.weapon trials use it. The best gear thats not a complete sidegrade over af3 is AH able. SE dug a whole for them selfs when they made af3 and then saying it was the peak with everything coming later as sidegrade.

Tashan
07-29-2011, 04:10 PM
Rdm doesn't have to give up all thier melee gear just to get the max refresh gear. Also relic hats rain from the sky now in dyna a event with no annoying stones and lights to worry about really they are hitting the floor now. After 5 days of farming with max, middle of the road, no amber the hair pin is by far harder to get then a hat that you know whats stats are on it every time it drops. Rdms can make use of idle sets more since thier not MELEEing. Really though its kinda mute once we leave abyssea rdm will be far ahead of blu again, blu will be useless in the new endgame.

Hi Raven,

Can you elaborate on this a bit more? I didn't understand what the point to any of it was.


Rdm doesn't have to give up all thier melee gear just to get the max refresh gear.

Are you suggesting that you would be meleeing in equipment such as Estoqueur's Sayon +2 and Duelist Chapeau?

Or are you saying that because you're not doing any meleeing, you get to spend more time idling and thus standing in Refresh gear?




Also relic hats rain from the sky now in dyna a event with no annoying stones and lights to worry about really they are hitting the floor now. After 5 days of farming with max, middle of the road, no amber the hair pin is by far harder to get then a hat that you know whats stats are on it every time it drops

Why wouldn't you have amber lights?

The hair pin is harder to get than the hat, but the +1 Refresh on it is not gamebreaking for Blue Mage.


Rdms can make use of idle sets more since thier not MELEEing.

True, but it also means you're spending more time idling, or rather, not doing anything at all.


Really though its kinda mute once we leave abyssea rdm will be far ahead of blu again, blu will be useless in the new endgame

Not knowing what the new end game is, I can't really say for certain. But what a Red Mage needs to become more useful (higher tier curing spell, more potent enfeebles, better unique buffs) isn't what a Blue Mage needs as it either already has it or isn't aimed towards the same role.

Zagen
07-29-2011, 04:22 PM
The hair pin is harder to get than the hat, but the +1 Refresh on it is not gamebreaking for Blue Mage.
How so? You do realize not everyone has Xarc access right? Which is something you can't solo, well not that I know of anyways. Hairpin you can.

Also I doubt the original point of Auto-Refresh gear was to say it was game breaking at least I never got that impression.

Covenant
07-29-2011, 06:54 PM
@defiledsickeness... I think we DO get a massive damage spell...they're called physical spells and can be spam mend for low mp and fast recast timers. Not to mention efflux and skill chain boosts?

I consider myself average Bluemage at lvl 85 and can get 1-1.5 k with hysterical barrage and efflux on normal mobs. Ghats pretty strong for 76mp. Not to mention the whole solo skill chain equations.

Tashan
07-30-2011, 07:39 AM
How so? You do realize not everyone has Xarc access right? Which is something you can't solo, well not that I know of anyways. Hairpin you can.

It's because the chance of getting a Refresh augment is very low.

Zagen
07-30-2011, 07:42 AM
It's because the chance of getting a Refresh augment is very low.

And if you haven't cleared Dyna - Beau your "chance" of getting Duelist's Chapeau is 0, thus lower than pin.

Tashan
07-30-2011, 08:05 AM
Not having access doesn't have any relevance towards the difficulty of obtaining the item at all.

Go and get your Dyanmis-Beaucidine win.

Neisan_Quetz
07-30-2011, 08:08 AM
Not having Visions makes your chances of getting the pin 0 too, point?

Zagen
07-30-2011, 08:21 AM
Not having access doesn't have any relevance towards the difficulty of obtaining the item at all.

Go and get your Dyanmis-Beaucidine win.
I have my hat thanks... I didn't say it applied to me specifically way to assume there. Still doesn't change the fact someone who doesn't have access won't have access without the help of people, that help isn't required to get the pin which effectively makes it easier to obtain. Annoying and random luck =/= difficult.


Not having Visions makes your chances of getting the pin 0 too, point?
The point is installing an expansion and having access to the zone where you can get an item solo isn't the same as having to clear 5 zones with a group of people. But way to pick a weak argument there.

Neisan_Quetz
07-30-2011, 08:30 AM
You can clear all 5 zones of Dynamis long before you could end up seeing a Hairpin solo. I know at least one person who went over 30 days of AoE farming on Blu before finding a refresh augment you can clear dyna in 5.

The point remains not having access has no relevancy to the difficulty of obtaining the item.

Zagen
07-30-2011, 08:32 AM
You can clear all 5 zones of Dynamis long before you could end up seeing a Hairpin solo. Yugl went 30 days before finding a refresh augment you can clear dyna in 5.

How do you clear Dynamis solo? Sarcastic question but if you have a legit answer I'd like to be able to get THF gloves for my wife's THF without needing a group to help me clear the bosses.

Neisan_Quetz
07-30-2011, 08:33 AM
EDIT: No point repeating myself, see previous post.

Prothscar
07-30-2011, 06:19 PM
Reading some of the other job's manifesto thread responses, I've actually had a glimmer of hope that Diffusion (and I guess Convergence, to a lesser extent of usefulness) may be reduced to a 5min recast timer... anything on that, Reps?

Tashan
07-31-2011, 03:31 AM
I'd like Diffusion to be lowered too.

Although I don't see it happening. :(

Defiledsickness
08-01-2011, 11:51 PM
@defiledsickeness... I think we DO get a massive damage spell...they're called physical spells and can be spam mend for low mp and fast recast timers. Not to mention efflux and skill chain boosts?

I consider myself average Bluemage at lvl 85 and can get 1-1.5 k with hysterical barrage and efflux on normal mobs. Ghats pretty strong for 76mp. Not to mention the whole solo skill chain equations.

i said -dmg spell, MINUS massive dmg. like the ninja spell or the brd spell Scherzo. sorry i wasnt more clear.

idk why people would replace the awesome armor we get with refresh armor. i dont find it terribly difficult to keep my MP up on blu unless im spamming Occultation and Embrace to stay alive. and the blue mage AF3 body completely replaces the relic.

as for the Rdm head piece, sure fast cast is great. but if you want to do damage why not wear MAB armor? unless you're stunning why would you really need fast cast? we already get a ton and there are many other pieces if you cant get dyna wins. try augmented necks from La Theine abyssea, the RDM earring, the one from trading Ancient Beastmen coins.... etc. dont forget to haste yourself (and if you cant get it then wear haste armor like the walarha turban).

although i dont have any +movespeed gear for rdm so i almost never sub Nin, which i can see needing fast cast for ichi.

Zagen
08-02-2011, 12:10 AM
i said -dmg spell, MINUS massive dmg. like the ninja spell or the brd spell Scherzo. sorry i wasnt more clear.

idk why people would replace the awesome armor we get with refresh armor. i dont find it terribly difficult to keep my MP up on blu unless im spamming Occultation and Embrace to stay alive. and the blue mage AF3 body completely replaces the relic.

as for the Rdm head piece, sure fast cast is great. but if you want to do damage why not wear MAB armor? unless you're stunning why would you really need fast cast? we already get a ton and there are many other pieces if you cant get dyna wins. try augmented necks from La Theine abyssea, the RDM earring, the one from trading Ancient Beastmen coins.... etc. dont forget to haste yourself (and if you cant get it then wear haste armor like the walarha turban).

although i dont have any +movespeed gear for rdm so i almost never sub Nin, which i can see needing fast cast for ichi.

Do you even gear swap? I mean your post just screams that you don't...

Refresh gear is swapped in during idle times i.e. when you just finished a monster and are waiting on/running to next one.
Fast Cast gear is swapped out once the spell starts casting. Then you swap to the stat that matters for a given spell.

Defiledsickness
08-02-2011, 02:40 AM
i play on 360 so i cant have 30 macro lines for each spell. i do gear swap but on blu i have haste gear during the main time for melee dmg as i dont believe in blu's who spam spells for dmg.

as i said there are certainly times when fast cast is great, but the macro system makes it fairly difficult to double up on macros for every single spell. and in order to swap a full set of gear it takes 3 macros. i have my gear preset for each function and (for rdm) staves set on each individual spell.

imo you want haste gear, swap to dmg gear for WS/SC/MB, and have a fast cast setup for when you need ichi up. unless im on smn i dont normally need a fast cast setup to get ichi up, although it would be better for recast times on mobs that take shadows down quickly. normally i dont solo those types of mobs and blu and rdm aren't exactly tanks (at least not until i finish almace).

Zagen
08-02-2011, 03:10 AM
i play on 360 so i cant have 30 macro lines for each spell. i do gear swap but on blu i have haste gear during the main time for melee dmg as i dont believe in blu's who spam spells for dmg.

as i said there are certainly times when fast cast is great, but the macro system makes it fairly difficult to double up on macros for every single spell. and in order to swap a full set of gear it takes 3 macros. i have my gear preset for each function and (for rdm) staves set on each individual spell.

imo you want haste gear, swap to dmg gear for WS/SC/MB, and have a fast cast setup for when you need ichi up. unless im on smn i dont normally need a fast cast setup to get ichi up, although it would be better for recast times on mobs that take shadows down quickly. normally i dont solo those types of mobs and blu and rdm aren't exactly tanks (at least not until i finish almace).

/equip lear "Loquacious Earring"
/equip legs "Homam Cosciales"
/equip body "Mederi Talar"
/ma "Pick Your Spell"
/echo ~~~~~ You're Leaving Set 1 ~~~~~
/macro set 2


/equip
/equip
/equip
/equip
/echo ~~~~~ You're Leaving Set 2 ~~~~~
/macro set 1

IMO doing macros like that aren't that complicated and all you have to do is press the same macro twice. You get Fast Cast and stats that help a given spell. 3 times if you need more gear swaps either way it can all be done nearly instantly.

I used to be of the mind set that going this route wasn't "necessary" but it honestly
makes a difference that is noticeable.

Defiledsickness
08-02-2011, 03:26 AM
see i only recently even found out there IS a /macro command. and i tried using it and asked my LS but they said you can only change macro books with it. if i can actually hit 2+ macros with it then it would be viable.

still i am very used to my macro setup as is. blue mage i have the 3 DD spells i always use, typhoon, my enhancement spells, shadows, and embrace. it fills up my first set, then scroll down for my charged whisker set (including sleepga). and scroll up for my gear swapping. i originally tried macroing gear to each spell based on its modifier, but with only 5 (6?) lines i cant swap every piece. and this method became more annoying when i didnt have a random spell macro'd and further annoying when i became mostly haste based in line for Almace.

rdm i just have my gear set up for enfeebling, healing, nuking, mnd-based enfeebling/enhancing. then staves/grips set to each spell. then i just pick gear for what i plan on doing and when it's necessary to change its not too tough. but with all my spells i take up 3 sets (set0, set1, set2) and then use set10 for gear. thats a lot of scrolling and not including when im /nin or meleeing.

Zagen
08-02-2011, 03:46 AM
see i only recently even found out there IS a /macro command. and i tried using it and asked my LS but they said you can only change macro books with it. if i can actually hit 2+ macros with it then it would be viable.

still i am very used to my macro setup as is. blue mage i have the 3 DD spells i always use, typhoon, my enhancement spells, shadows, and embrace. it fills up my first set, then scroll down for my charged whisker set (including sleepga). and scroll up for my gear swapping. i originally tried macroing gear to each spell based on its modifier, but with only 5 (6?) lines i cant swap every piece. and this method became more annoying when i didnt have a random spell macro'd and further annoying when i became mostly haste based in line for Almace.

rdm i just have my gear set up for enfeebling, healing, nuking, mnd-based enfeebling/enhancing. then staves/grips set to each spell. then i just pick gear for what i plan on doing and when it's necessary to change its not too tough. but with all my spells i take up 3 sets (set0, set1, set2) and then use set10 for gear. thats a lot of scrolling and not including when im /nin or meleeing.
You can't "hit 2 macros at once" (maybe I'm misunderstanding your wording) but pressing the macro twice is how that works. I've only had that screw up when I'm lagging otherwise a quick double tap works out nicely.

Most people don't know about /macro which I find odd since it wasn't really a secret, I assume it was just a refusal to change when it was introduced.

It does take getting used to, honestly you'll mess up a lot in the beginning, well I did anyways.

For my RDM I actually setup the first 3 top macros (Ctrl for me) of each set with a swap to Enfeebling, Nuking, Healing sets also if I was in say the Enfeebling one I just have it echo something about you're in Enfeebling so it didn't do anything else.

Defiledsickness
08-02-2011, 03:49 AM
i may play around with that but i have each book set to a different job so idk how far i'll go with it.

i never knew about /macro because no wiki guides or players ever discuss it. i just randomly looked through /commands and found it.

Zagen
08-02-2011, 03:52 AM
i may play around with that but i have each book set to a different job so idk how far i'll go with it.

i never knew about /macro because no wiki guides or players ever discuss it. i just randomly looked through /commands and found it.

http://ffxi.gamerescape.com/wiki/Macro has it in there. Also has <a#> which is amazing for healers (most don't know about that targeting feature) who aren't in the tank PT :D

Defiledsickness
08-02-2011, 03:54 AM
never knew about that lol. its not tooo tough targeting with a controller, keyboard kills me though :P

though i think we're successfully way off topic lol

Yamimarik44
08-02-2011, 11:43 AM
Yes I'm definitely looking forward to hopefully Spike Flail and Thunder Bolt at least from those two HNM's would be fun, if nothing else, but they said HNM not which ones, just an idea wouldn't be awesome to get Hydra,Cerberus, or Khimara spells? Remember they're considered HNM's too and having at least one of their moves would be incredible, though knowing SE ours would be gimp as hell but again fun to have!!!!

Mightyg
08-04-2011, 03:29 AM
I'd like to see at least the breath spells hp modifier all scaled up to heat breaths 50%, but really they could probably bump that up to 100% compared to the amount of damage and relative size of a black mages mp pool. Breath spells are already limited in functionality compared to black magic. I see no reason they shouldn't at least be on par with it damage wise, especially since magic attack bonus doesn't work on them.

Probably already mentioned this, but streamlining the stat modifiers we need would be nice. No one want's to carry around specific sets just for one spell. I think making all physical spells strength and dexterity, and all magic intelligence mind would be reasonable. Also granting Magic Attack Bonus a physical spell attack bonus would also work well and would probably be fairly balanced.

I'd also like to see the effect duration of some of our enhancement spells increased. That includes benefits you steal via osmosis.
example: cocoon, metallic body, plasma charge, amplification, zephyr mantle, diamondhide, memento mori, Plenilune Embrace
doubling the duration of most of these spells would not break anything and make them a little more appealing to equip.

Granting us the proper level of job traits at high level would also make a lot of things much much more useful:
attack bonus, defense bonus, max hp bonus, magic attack bonus, dual wield. We're generally limited on how many of these we can use anyways because of our blue magic points, I see no reason why they couldn't be full strength, or one level less than a main job.

Sylvr
08-06-2011, 04:15 PM
Anyway, back to the subject at hand...

Personally, I absolutely love xbobx's idea from page 1 that would give us a Job Trait that lowered all spells' set cost by 1. 55 points really is not enough. There are so many spells on my list that I have literally never used that it's kinda sad (and I leveled BLU back in the Aht Urhgan days, not in Abyssea). If I had that kind of point leeway, there are a ton of spells that look really fun that I would start using (Jettaturra, Osmosis, Blood Saber, Reaving Wind, Feather Tickle just to name a few).

If something like that isn't possible, then perhaps a job ability with a modest cooldown (5-10 mins) that would unlock our full spell list for :30-1:00.

In any case, I very much hope that they increase the limit to Assimilation merits as well as give us more native set points as the level cap goes up.

I would very much like if our spell damage wasn't so harshly effected by mob's defense/level. As it stands, it's very hard to get good numbers on HNMs with Blue Magic sans Sneak Attack. Combined with the inherent weakness of Swords and Sword Weapon Skills, we have little to no value on most high-end fights (aside from gimmicks like stagger procs).

Most importantly though, I would like to be able to save spell sets. Hell, I'll give up entire Macro books for it! Something similar to how Atma sets are saved. I know that PUPs are asking for something similar for their attachments, and I believe the dev's response was something about the UI Interface requiring changes to make it possible, but it's worth it IMO.

Draylo
08-06-2011, 11:58 PM
I like that idea, a JA that lets us use any spell from our library once. I don't think it would be overpowered.

Tashan
08-09-2011, 08:01 PM
I want equipment with the following effect to be implemented:

"Blue Magic Physical Damage +??%"

And not just the odd piece with 1%/2% on it. Or at lesser extent, more equipment with "Occasionally Augments Blue Magic" (but meh).

Defiledsickness
08-10-2011, 12:49 AM
enhances skillchain dmg would be cool too

Tashan
08-10-2011, 06:16 AM
Skillchain Bonus?

Scuro
08-10-2011, 06:21 AM
ya we already got that as a trait, unless your asking for gear that augments that trait

Kwate
08-10-2011, 06:49 AM
something that adds to Blue Magic attack or "Enhances" Blue magic buffs.

Tashan
08-10-2011, 08:51 AM
+ Blue Magic ATK (physical) would have pretty poor returns unless it was in seriously substantial amounts.

Like +20 on a single piece, with several pieces being made available and a food buff.


How would you like Blue Magic buffs enhanced further? Duration? Effect?

Kwate
08-10-2011, 09:27 AM
on buffs a little of both, but can live with either or. Our AF3 set proc only affects enemy targeting spells it seems, be nice if the proc set or something along the lines came to enhance our buffs as that is a big piece of our repetoire as well.

Defiledsickness
08-11-2011, 01:01 AM
ya we already got that as a trait, unless your asking for gear that augments that trait
sure, the more damage the better. SC is our biggest form of damage atm. its not like everyone has the triat set 100% of the time, so just an effect that stacks with the trait would be nice. like how there's armor that increases magic burst damage, even though some jobs have Magic Burst Bonus trait.

Tashan
08-11-2011, 10:53 PM
There skillchain dmg + equipment in the game.

Crimson/Blood Greaves can give up to +3% Skillchain Damage.

Skillchain is not our biggest form of damage atm.

Defiledsickness
08-12-2011, 12:18 AM
maybe not over time but doing 2k+ ws and then 2k+ spell then Light or Dark sc does another 2k+, i dont think anything would be more dmg then that combo.

of course SATA does a ton too. but combine it into a sc and its even more dmg. what does more dmg then a SC? i didnt mean only wear SC gear :P

are you talking about charged whisker? i guess thats more if you mutliply how many enemies you hit, but you could do 5k with SATA too.

Tashan
08-12-2011, 02:14 AM
Oh you didn't mean "over time".

Defiledsickness
08-12-2011, 11:59 PM
i said "maybe not" but how would you beat it? either Charged whisker or spamming delta thrust idk. for a melee blu you cant possibly think SC doesnt matter.

Tashan
08-13-2011, 02:35 AM
You stated SC is our biggest form of damage atm. I said it's not, not that it doesn't matter.

To pick out something exclusively, meleeing is our biggest form of damage atm with a critical hit build. For the sake of comparison:

In a build with 26% Equipment Haste, Loki's Kaftan, Store TP 1, Rajas Ring, Brutal Earring, Animating Wail Dual Wield 3 and Suppanomimi roughly your using a Almace/Khanda +2 stats are:

- 192 Total Delay (3.35 Seconds)
- 5.5 TP Per Hit

This means it takes 19 Hits for 100TP. Before calculating additional attacks (DA, TA), assuming capped accuracy, and before factoring any haste samba it'll take 33.5 seconds (3.35 x 10 Attack Rounds ((20 Hits)) to reach 100 TP.

If we assume on average the amount of damage you're doing for each melee attack is 200, you're doing 400 for every 2 hits. Every 33.5 seconds, you will have done ~4000 damage.

In summation, the above example argues that every 2 minutes you spend waiting for Chain Affinity to reset, you will have done roughly 14,328 damage through meleeing alone.

Defiledsickness
08-14-2011, 11:09 AM
how does DW effect tp? cuz 5.5tp per hit seems pretty low

Tashan
08-14-2011, 08:03 PM
The amount of TP gained is dependant on your Delay. Dual Wield reduces your delay, and the lower it gets, the less TP you gain per hit.

Of course when you dual wield, you hit at least twice per round. In the above example you gain ~11 TP per attack round.

SpankWustler
08-16-2011, 06:37 AM
+ Blue Magic ATK (physical) would have pretty poor returns unless it was in seriously substantial amounts.

On the other hand, it seems like a good enhancement to Blue Magic Attack would be the best way to increase spell damage on anything with more defense than a peeled, boiled potato. Something like +10~25% from a job trait, or +50~100% from a one-spell job ability.

Of course, it could just be changed to receive bonuses from food, which would probably make me happier than any other change.

Or am I way off in thinking this? I'm sure you've examined the effects of Blue Magic Attack way more than I have.

Camate
08-16-2011, 08:41 AM
Blue mages, your time has come! Here is some feedback from the development in regards to your comments about the job adjustment manifesto.



Add blue magic that can only be used while under the effects of Azure Lore.

While it won’t be for Azure Lore, in the next version update we will be introducing a new ability that will allow you to use HNM abilities while under its effects.

There will be no need to set the HNM abilities and you will be able to use them once the ability recast timer is up (planning for 5 minutes or thereabouts).
*You will still need to learn the spell beforehand.


Lengthen the effect duration for Azure Lore.

We would like to look into doing something for this.


Reduce the overall cost of blue magic spell points.

Since part of the strategy is to make a choice within set requirements, we have no plan of reducing the overall cost. We will be making balance adjustments to the increases in set numbers depending on your level.


Reduce or get rid of the penalty incurred after setting blue magic spells.

The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.


Add an ability that allows you to use cast blue magic spells that are not currently set.

We tried looking into this, but it would make having to set spells beforehand nearly pointless, so we will be putting this idea on the back burner for now.


Reduce the casting time on blue magic spells.

I believe this comment is mainly meant for magical type blue spells, but the casting time has been set while considering the power, added effects, and other usages.
Though it depends on the type, the casting time is pretty reasonable when comparing to elemental magic and enhancing magic, so we have no plans to change this.


Add higher tier AoE healing magic/Will White Wind be added?

We are planning to add White Wind in the upcoming version update.



Make changes so that blue magic skill, not healing magic skill enhances the cure bonus for healing-type blue magic spells.

This was set this way purposefully so that the effect is enhanced more when you select a support job that has healing magic skill, and the cure amount is based on this number.


Make it possible to enhance job traits.

The below job traits are set so they can be enhanced.

Dual Wield/Fast Cast/Store TP/HPmax/MPmax/Auto Regen/Counter/Magic Burst Bonus/Skill Chain Bonus

While it is not possible to enhance all of the above job traits at level 90, with further level cap increase and the addition of new blue magic spells it will be possible to enhance them.

Also, when double attack/gilfinder are enhanced, we are planning to have them change into triple attack/treasure hunter.

Zagen
08-16-2011, 08:48 AM
The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.
The concept is lost when almost all Blue Mages are getting their spells ahead of time and not learning them in the middle of battle.

Other than that I'm very happy with this response :)

Purpleeyes
08-16-2011, 09:05 AM
The concept is lost when almost all Blue Mages are getting their spells ahead of time and not learning them in the middle of battle.

Other than that I'm very happy with this response :)

I think it's something like you take time to remember and get the feeling of a spell you learned beforehand. Perhaps it wouldn't make sense for spells you always use, but I don't know ^^;

Coldbrand
08-16-2011, 09:08 AM
See now this is good stuff. Hope we get Mighty Guard for the last of the classic must have blue magic spells.

Insaniac
08-16-2011, 09:36 AM
Also, when double attack/gilfinder are enhanced, we are planning to have them change into triple attack/treasure hunter.

Dear SE,

What the f*ck did we ever do to you?

Sincerely,
Thieves

SpankWustler
08-16-2011, 09:52 AM
It's weird to read one of these that isn't just a laundry list of the worst questions ever asked along with responses to the negative.

I wasn't expecting set points per level to be re-evaluated, or any of the other potential things that could be coming. The job ability connected to HNM spells gives me the feeling they won't be toned down to the extent most Blue Magic is. Feels good man.

sgtsagara
08-16-2011, 09:54 AM
Add an ability that allows you to use cast blue magic spells that are not currently set.

We tried looking into this, but it would make having to set spells beforehand nearly pointless, so we will be putting this idea on the back burner for now.


How about an ability with a long recast that lets you choose one spell not set to use once.

Andrien
08-16-2011, 10:13 AM
AOE Cure and more AOE enhancing spells is very welcomed. 5 min recast for HNM spells is reasonable too.

Mizuharu
08-16-2011, 10:20 AM
Dear SE,

What the f*ck did we ever do to you?

Sincerely,
Thieves

Dear Thieves,

If any of you were proper, non-Abyssea burned Thieves, you'd have TH6 in traits/gear outside of abyssea and TH7 inside. Where as, for a BLU to set 4 spells to get one tier in Treasure Hunter (which won't be able to upgrade it higher than trait.) And there's only two spells that make Gilfinder at the moment. Meaning two new spells will be added to make it for the 4 spells. Not to mention the fact that BLUs have always been able to make most every job trait in this game save for some newer ones.

As for Triple Attack, it will only be 5% proc rate. Where as Thieves can get 10% thanks to merits and then +7~10% (depending on if they use Triplus Dagger or not) in gear for idling in. 5% compared to 17~20% (+15% from Atma of the Apoc.)

In closing, shut up. Grow up. Deal with it.

Sincerely,
A Theif

Airget
08-16-2011, 10:27 AM
The concept is lost when almost all Blue Mages are getting their spells ahead of time and not learning them in the middle of battle.

Other than that I'm very happy with this response :)

you misread what he's saying, he's implying that a BLU can change their strategy on the whim by changing the spells on hand not a BLU learns new spells in the middle of a fight lol. He's saying that if you were to change without the 1min downtime to use it would defeat the purpose of what a BLU spell list is since then basically you'd be able to use every spell in essence.

Perhaps as a suggestion such as PUPs are asking for with their automatons it would be nice to see the ability to set different list of BLU spells so one can change faster. If you consider that there is a 1 min penalty after setting spells the reality is the penalty is longer depending on how many spells and considering what spells you'd like to set so in reality the penalty may range from 2-4 minutes.

Perhaps, when you open the blu mage spell list to add spells I think the 1 min penalty should start then, if you don't set any spells then the timer disappears, however if you do set spells then the timer will stay for whatever time is left after setting the spells. In this sense then there is an actual static 1min penalty rather then the variable considering the time it takes to set new spells.

The logic behind this is, while you are in the blue mage spell list to choose spells you are unable to really input other commands so it seems like it wouldnt' be to tough to implement the timer then rather then after setting all spells.

Sekundes
08-16-2011, 10:29 AM
I've always kinda thought that azure lore should open up your spell list. I mean it is a two hour and while it's been improved it's mostly only good for solo situations since blu's scs do nothing but attract dd's to ws right in the middle.

But honestly I don't see a 20 minute ability that allows you to cast a single unset spell would break the purpose of blu.

Also, where is the question about our spell sets?! 1 minute recast is fine but spending 2 minutes swapping out the spells and then a minute cooling down is just annoying.

Sekundes
08-16-2011, 10:31 AM
you misread what he's saying, he's implying that a BLU can change their strategy on the whim by changing the spells on hand not a BLU learns new spells in the middle of a fight lol. He's saying that if you were to change without the 1min downtime to use it would defeat the purpose of what a BLU spell list is since then basically you'd be able to use every spell in essence.

Perhaps as a suggestion such as PUPs are asking for with their automatons it would be nice to see the ability to set different list of BLU spells so one can change faster. If you consider that there is a 1 min penalty after setting spells the reality is the penalty is longer depending on how many spells and considering what spells you'd like to set so in reality the penalty may range from 2-4 minutes.

Perhaps, when you open the blu mage spell list to add spells I think the 1 min penalty should start then, if you don't set any spells then the timer disappears, however if you do set spells then the timer will stay for whatever time is left after setting the spells. In this sense then there is an actual static 1min penalty rather then the variable considering the time it takes to set new spells.

The logic behind this is, while you are in the blue mage spell list to choose spells you are unable to really input other commands so it seems like it wouldnt' be to tough to implement the timer then rather then after setting all spells.

I approve of this idea.

Neisan_Quetz
08-16-2011, 10:44 AM
Dear Thieves,

If any of you were proper, non-Abyssea burned Thieves, you'd have TH6 in traits/gear outside of abyssea and TH7 inside. Where as, for a BLU to set 4 spells to get one tier in Treasure Hunter (which won't be able to upgrade it higher than trait.) And there's only two spells that make Gilfinder at the moment. Meaning two new spells will be added to make it for the 4 spells. Not to mention the fact that BLUs have always been able to make most every job trait in this game save for some newer ones.

As for Triple Attack, it will only be 5% proc rate. Where as Thieves can get 10% thanks to merits and then +7~10% (depending on if they use Triplus Dagger or not) in gear for idling in. 5% compared to 17~20% (+15% from Atma of the Apoc.)

In closing, shut up. Grow up. Deal with it.

Sincerely,
A Theif

Stop using bad atma. Sincerely, a not Thief.

Insaniac
08-16-2011, 10:46 AM
Dear Thieves,

If any of you were proper, non-Abyssea burned Thieves, you'd have TH6 in traits/gear outside of abyssea and TH7 inside. Where as, for a BLU to set 4 spells to get one tier in Treasure Hunter (which won't be able to upgrade it higher than trait.) And there's only two spells that make Gilfinder at the moment. Meaning two new spells will be added to make it for the 4 spells. Not to mention the fact that BLUs have always been able to make most every job trait in this game save for some newer ones.

As for Triple Attack, it will only be 5% proc rate. Where as Thieves can get 10% thanks to merits and then +7~10% (depending on if they use Triplus Dagger or not) in gear for idling in. 5% compared to 17~20% (+15% from Atma of the Apoc.)

In closing, shut up. Grow up. Deal with it.

Sincerely,
A Theif

Too bad anything over TH2 does pretty much nothing based on recent tests. Until someone shows me tests proving otherwise a BLU with TH1 and a TH+1 taru sash is on nearly the same level as THF when it comes to making things drop. Not to mention Bounty shot and Dipper Yuly and oh yeah.. anyone who chooses to /thf. As for your randomly generated abyssea burning comment my THF makes yours look like a turd sandwich. SE is handing out THFs staples to other jobs update after update and giving us -> nothing <- in return. If you don't see why a THF main would be annoyed by now I don't know what to say to you.

AnywHay. This is a BLU thread and I don't intend on highjacking it so I will "flee" back to the THF threads.

Andrien
08-16-2011, 10:50 AM
BLU/THF pwnds with Vanity Dive

Khajit
08-16-2011, 11:03 AM
Dear Thieves,

If any of you were proper, non-Abyssea burned Thieves, you'd have TH6 in traits/gear outside of abyssea and TH7 inside. Where as, for a BLU to set 4 spells to get one tier in Treasure Hunter (which won't be able to upgrade it higher than trait.) And there's only two spells that make Gilfinder at the moment. Meaning two new spells will be added to make it for the 4 spells. Not to mention the fact that BLUs have always been able to make most every job trait in this game save for some newer ones.

As for Triple Attack, it will only be 5% proc rate. Where as Thieves can get 10% thanks to merits and then +7~10% (depending on if they use Triplus Dagger or not) in gear for idling in. 5% compared to 17~20% (+15% from Atma of the Apoc.)

In closing, shut up. Grow up. Deal with it.

Sincerely,
A Theif

There's so much wrong in everything you say...
First off abyssea burning doesnt change how good a person is. If they suck it's because they're idiots. Secondly you fail to realize that extra th traits from gear do FAR less than the actual job traits.
Are you even serious trying to count GEAR thf wears against it? Are you operating on the assumption that everyone runs around naked? Same thing with apoc atma. And since you seem to insist on people gimping themselves for TH(hello atma) I suppose the same thing can apply to blu. th2 from sj+ th2(minimum since they did say enhancing TH levels)+ th Sash+ atma is TH6 which is only 1 level below thf. The way things were presented makes it possibly sound even worse since if extra gilfinder translates into TH then subbing thf pre learns gilfinder for another +1 and can wear 2 other pieces for more gilfinder in order to get above thf in base TH. Then lets team them up with lolrng and bounty shot with the rng subbing nin for the greelow . So now we got a more consistent TH upgrade system than thf with similar levels of base TH. great start there. I cant see at all why thf might get a little pissed about Aura steal being left as it's so called defining job trait when dispel/finale exists and not on a 5 minute timer.

In short. learn how NOT to suck since it's quite obvious you probably do and you don't realize it yet. Deal with it. Oh and idling gear is for idling and not melee.

Sincerely, a thf that knows better than to think haste/ta gear is used when idle.

Prothscar
08-16-2011, 11:14 AM
Very satisfied with these announcements. Only thing I could ask for is a backend change to blue magic damage calculations to scale better against high level targets, but hopefully HNM spells fix this.

Sylvr
08-16-2011, 11:22 AM
Too bad anything over TH2 does pretty much nothing based on recent tests. Until someone shows me tests proving otherwise a BLU with TH1 and a TH+1 taru sash is on nearly the same level as THF when it comes to making things drop. Not to mention Bounty shot and Dipper Yuly and oh yeah.. anyone who chooses to /thf. As for your randomly generated abyssea burning comment my THF makes yours look like a turd sandwich. SE is handing out THFs staples to other jobs update after update and giving us -> nothing <- in return. If you don't see why a THF main would be annoyed by now I don't know what to say to you.

AnywHay. This is a BLU thread and I don't intend on highjacking it so I will "flee" back to the THF threads.

They've been giving out other jobs' core abilities for years. THF is still the best at all the stuff that's being spread around, and still retains more unique abilities and job roles than many others who've had their tricks handed out over the years (Take RDM for instance).


Back to the topic on hand though... It looks like our Manifesto response was a resounding "No". It kinda pisses me off, as many of the other Manifesto responses at least appeared to consider some of the feedback given even though half the questions they addressed were absolutely retarded. What's more is that ours was one of the most unified of threads that I've read. So many of us were saying the same thing and agreeing with most of the proposals that were made. You would think that would count for something...

Sylvr
08-16-2011, 11:41 AM
There's so much wrong in everything you say...
First off abyssea burning doesnt change how good a person is. If they suck it's because they're idiots. Secondly you fail to realize that extra th traits from gear do FAR less than the actual job traits.
Are you even serious trying to count GEAR thf wears against it? Are you operating on the assumption that everyone runs around naked? Same thing with apoc atma. And since you seem to insist on people gimping themselves for TH(hello atma) I suppose the same thing can apply to blu. th2 from sj+ th2(minimum since they did say enhancing TH levels)+ th Sash+ atma is TH6 which is only 1 level below thf. The way things were presented makes it possibly sound even worse since if extra gilfinder translates into TH then subbing thf pre learns gilfinder for another +1 and can wear 2 other pieces for more gilfinder in order to get above thf in base TH. Then lets team them up with lolrng and bounty shot with the rng subbing nin for the greelow . So now we got a more consistent TH upgrade system than thf with similar levels of base TH. great start there. I cant see at all why thf might get a little pissed about Aura steal being left as it's so called defining job trait when dispel/finale exists and not on a 5 minute timer.

In short. learn how NOT to suck since it's quite obvious you probably do and you don't realize it yet. Deal with it. Oh and idling gear is for idling and not melee.

Sincerely, a thf that knows better than to think haste/ta gear is used when idle.

You're missing a lot of fundamental knowledge about BLU Job Traits. First off, they said Gilfinder will turn into Treasure Hunter. That means we can set TH1, not TH2.

Second, who says that TH1 with a piece of gear/atma with TH+1 is the same as a THF's TH2? The actual trait may very well be different from Gear/Atma enhancements. (Needs a fair amount of long and tedious testing to know for sure)

Third, BLU Job Traits NEVER stack with the genuine Job Traits. Our first level Job Trait is the base level of that Trait, not +1 to that Trait. For instance, if we sub RDM and set the Fast Cast trait, it does nothing. Same goes for Double Attack and /WAR, Evasion Bonus and /THF, etc. As such, setting TH will not stack with /THF.

Neisan_Quetz
08-16-2011, 12:00 PM
you get TH2 from /thf sub anyway.

Zagen
08-16-2011, 12:17 PM
you misread what he's saying, he's implying that a BLU can change their strategy on the whim by changing the spells on hand not a BLU learns new spells in the middle of a fight lol. He's saying that if you were to change without the 1min downtime to use it would defeat the purpose of what a BLU spell list is since then basically you'd be able to use every spell in essence.
No I read it that way at first then I realized other than being a proc whore this doesn't happen or you just learned the spell. Can you think of a time you need to swap spells mid event other than you didn't have the spell and just learned it or need to set a spell to proc? Because I can't.

Neisan_Quetz
08-16-2011, 12:28 PM
Can they at least adjust Blu procs for VW? because the recast timer is a giant hindrance if you don't have that spell set.

SpankWustler
08-16-2011, 01:54 PM
Only thing I could ask for is a backend change to blue magic damage calculations to scale better against high level targets

This is the one thing I'd ask for as well. I'd also accept a frontend change, or a change on either side. Even a change to the top or bottom would be fine. I'm not picky!

Nebo
08-16-2011, 01:56 PM
Dear SE,

What the f*ck did we ever do to you?

Sincerely,
Thieves

^ What he said

Atoreis
08-16-2011, 02:01 PM
No I read it that way at first then I realized other than being a proc whore this doesn't happen or you just learned the spell. Can you think of a time you need to swap spells mid event other than you didn't have the spell and just learned it or need to set a spell to proc? Because I can't.

Erm isn't a spell to proc enough? Maybe you thinking about abyssea then yeah one spell is fine to change but if you even did a VW on BLU... ewww... Setting all darkness spells and waiting a minute just to see at 10sec before you can cast someone is staggering with bio III, damn go back and let's change to fire spells.. 30 sec passed "guys its Darkness HQ again".... ffs...

noodles355
08-16-2011, 02:32 PM
Dear Thieves,

If any of you were proper, non-Abyssea burned Thieves, you'd have TH6 in traits/gear outside of abyssea and TH7 inside. Where as, for a BLU to set 4 spells to get one tier in Treasure Hunter (which won't be able to upgrade it higher than trait.)Dear Mizuharu, a Thief,

If you had taken it upon yourself to do any research on thief or even just venture into the thief forum, you would have discovered that current testing is showing TH traits, +TH gears, and level up procs from melee are just about worthless and add almost nothing to the drop rate. TH1 and TH2 traits are the only ones that are actually worthwhile.

Sincerly,
A more informed Thief.

Tashan
08-16-2011, 02:34 PM
On the other hand, it seems like a good enhancement to Blue Magic Attack would be the best way to increase spell damage on anything with more defense than a peeled, boiled potato. Something like +10~25% from a job trait, or +50~100% from a one-spell job ability.

Of course, it could just be changed to receive bonuses from food, which would probably make me happier than any other change.

Or am I way off in thinking this? I'm sure you've examined the effects of Blue Magic Attack way more than I have.

If we were to recieve percentage increases to Blue Magic Attack I'd be over the moon. As a job trait though, I don't think it'll be likely.

Mizuharu
08-16-2011, 02:54 PM
There's so much wrong in everything you say...
First off abyssea burning doesnt change how good a person is. If they suck it's because they're idiots. Secondly you fail to realize that extra th traits from gear do FAR less than the actual job traits.
TH is a lie when you most need it anyway. So really this whole argument is pointless.


In short. learn how NOT to suck since it's quite obvious you probably do and you don't realize it yet. Deal with it. Oh and idling gear is for idling and not melee.

Forgive me for using the incorrect term.


Sincerely, a thf that knows better than to think haste/ta gear is used when idle.

Idle gear - I swap in TH+ gear so that, when I engage the next monster, I can land the max amount of TH as possible. Then I either swap to haste gear (if I'm not pulling it far from where it was pulled from), EVA gear if I'm tanking, or skadi feet if I'm running it back far (eva + skadi feet is what I mean). Obviously, Haste gear is better for every melee job. Haste > Dual Wield > Acc > TA/DA/Occ Attack #. Then of course there's gear sets for SA/TA to max out damage on those, and gear sets for DE/Evisceration/M. Stab... And so on and so on...

I'll apologize for my early comments, but I'd appreciate it if you too would apologize. I do know how to play the jobs I leveled. Oh, and I never said I used Atma of the Apoc/Atma of Dread on my THF. I was just pointing those out.

Attempting to get back on track... Hopefully the HNM spells won't be terrible. 5min recast JA to use them so seems more likely they'll be useful~ When's the update next month again?

Zagen
08-16-2011, 02:55 PM
Erm isn't a spell to proc enough? Maybe you thinking about abyssea then yeah one spell is fine to change but if you even did a VW on BLU... ewww... Setting all darkness spells and waiting a minute just to see at 10sec before you can cast someone is staggering with bio III, damn go back and let's change to fire spells.. 30 sec passed "guys its Darkness HQ again".... ffs...
I think you missed my original point as that was a response to someone else commenting on it. The reason(excuse) SE gave is that the 1 minute restriction is a "battle strategy" and I said that concept is lost when a BLU doesn't normally swap spells at all besides procing and just learned spells, either situation the "battle strategy" reason is BS at best. There is no good reason we have to wait 1 minute, heck setting it to 0 does nothing other than slightly reduce fight time on proc mobs and that doesn't make BLU broken.

Tashan
08-16-2011, 03:19 PM
Ignoring the salty THF's, a lot of stuff mentioned that noones picked up on.



Add blue magic that can only be used while under the effects of Azure Lore.
While it won’t be for Azure Lore, in the next version update we will be introducing a new ability that will allow you to use HNM abilities while under its effects.

There will be no need to set the HNM abilities and you will be able to use them once the ability recast timer is up (planning for 5 minutes or thereabouts).
*You will still need to learn the spell beforehand.


Nice! A new job ability! :D I wonder if it'll have an effect on all spells, or just provide access to HNM.

Thank god the HNM spells are not tacked onto Azure Lore too.


We will be making balance adjustments to the increases in set numbers depending on your level.

This is interesting. I hope I'm interpreting this wrong but an increase to the number of spells we can set by level? (i.e. LV1-10 6 Spells Max, LV31-40 25 spells max). I've never had an issue with the limit as I've always run out of set points, so hopefully some additional set points will come too.



Reduce or get rid of the penalty incurred after setting blue magic spells.
The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.

Thank you.



Make it possible to enhance job traits.
The below job traits are set so they can be enhanced.

Dual Wield/Fast Cast/Store TP/HPmax/MPmax/Auto Regen/Counter/Magic Burst Bonus/Skill Chain Bonus

While it is not possible to enhance all of the above job traits at level 90, with further level cap increase and the addition of new blue magic spells it will be possible to enhance them.



Higher tiers of Fast Cast coming. Good. They still need to fix our Fast Cast though.

Higher tier of Store TP - Very nice.

Counter 2? Sweet. BLU/MNK can cap counter rate with that.

Higher Tier of Auto Regen - I did not see that coming. Nice, but with 6 set spell point it costs for T1 Auto Regen


Also, when double attack/gilfinder are enhanced, we are planning to have them change into triple attack/treasure hunter.

Triple Attack - This will be interesting. However there is the thought that Blue Mage doesn't get a lot of Triple Attack equipment.

Trait - 5%
Homam Corazza - 1%
Epona's Ring - 3%

Without more Triple Attack equipment and assuming the trait is the same strength as THF TA1, we're looking at a grand total of 9% TA. And with Homam Corazza already outclassed in every way, it's really just 8%.

That's poor.

5% Triple Attack Trait < 10% Double Attack Trait.

To make this even considerably worthwhile, Blue Mage needs a higher rate of TA.

At the very least, they would need to make the DA Khanda +2 turn into TA. A GOOD amount of TA.

Treasure Hunter - TH1? Pointless. TH2? I'd be interested.

Tashan
08-16-2011, 03:27 PM
I think you missed my original point as that was a response to someone else commenting on it. The reason(excuse) SE gave is that the 1 minute restriction is a "battle strategy" and I said that concept is lost when a BLU doesn't normally swap spells at all besides procing and just learned spells, either situation the "battle strategy" reason is BS at best. There is no good reason we have to wait 1 minute, heck setting it to 0 does nothing other than slightly reduce fight time on proc mobs and that doesn't make BLU broken.

You're misunderstanding this.

Pyrobunny
08-16-2011, 03:54 PM
FUCK YEA BOI SPIKE FLAIL!!!!

hope its not a Spike fail.....

Sylvr
08-16-2011, 03:59 PM
We will be making balance adjustments to the increases in set numbers depending on your level.

1 Set Point per level. Bam, solved. I would never complain about set points again.

Yamimarik44
08-16-2011, 04:15 PM
Dear SE,

What the f*ck did we ever do to you?

Sincerely,
Thieves

Stop you're whining and go back to your THF forum, this is for us BLU's and all the awesome it is to be BLU, god the last few posts turned into THF's this and TH that, anyway.... Most of the things I'm very excited and happy about, a 5min recast JA that allows us to use HNM spells w/o setting them, yes this gives me hope that HNM spells won't be gimped as so many spells have >.> *looks at Reaving Wind and Exuviation and a few others...*

Yugl
08-16-2011, 04:52 PM
This is easily one of, if not, the best responses SE has made for manifesto adjustments. THFs gtfo and stop whining over TH1 going to other classes. It's not like BLU has much going for it outside Abyssea against high DEF mobs.

Edit: Though I am disappointed about SE's lack of understanding the set spells dilemma!

Sylvr
08-16-2011, 05:13 PM
Their response to BLU Magic Spell casting time was disappointing. The cast times may be on par with similar grade nukes, but the recasts are obscenely longer, and the range from which we can cast are typically half or less.

The reason cast time is an issue is because we have to be so close to cast, and for our spells to go off. First off, it leaves us in AOE Range for a dangerously long time (on mobs that matter), and second, it greatly prohibits us from being able to land these spells in a kited fight.

Fixing the casting time OR the range of our Magic Based spells would be just fine.

Defiledsickness
08-16-2011, 05:44 PM
the reason they wont change our Magical blu spells is because blu -aga magic isnt effected by enemy number. blm aga-s are effected by how many enemies, dropping down their damage. though we are screwed on range/kiting, it would be nice if our gravity spells lasted longer or we got some duration+ gear. or just a aga-bind or better gravity. but idm, charged whisker rocks and regurgitation has always been cool. also maybe we're not meant to be rdm or blm/rdm :P

thf's complaining about drop rate obviously dont know how frustrating it is farming on ANY other job. TH1 is nothing. War should be more pissed that we get their DA1. TA sucks without AoA atma and blu has a hard enough decision about atmas already. should be 10% JT but we lose the 10% DA and have to set 4 spells..

Counter sucks because we have to use enervation. but counter2 could be really nice ^^ depending which spells get attached to it (and thier set point costs).

glad to hear we'll get white wind! at least i know where to start farming after the update :)

SpankWustler
08-16-2011, 05:46 PM
The reason cast time is an issue is because we have to be so close to cast, and for our spells to go off. First off, it leaves us in AOE Range for a dangerously long time (on mobs that matter), and second, it greatly prohibits us from being able to land these spells in a kited fight.

I can channel the lonely, tormented spirit of a member of the FFXI development team and answer this in a truly unsatisfying manner for you!

"For those occasions when you want to stay away from a monster, we recommend exploring your current long-range options. All four and a half of them."

Economizer
08-16-2011, 05:53 PM
Add an ability that allows you to use cast blue magic spells that are not currently set.


We tried looking into this, but it would make having to set spells beforehand nearly pointless, so we will be putting this idea on the back burner for now.

Ten minute ability that allows a BLU to use one spell that they haven't set, for double the MP cost. Done.

Also consider making Azure Lore have this effect.



Make changes so that blue magic skill, not healing magic skill enhances the cure bonus for healing-type blue magic spells.

This was set this way purposefully so that the effect is enhanced more when you select a support job that has healing magic skill, and the cure amount is based on this number.

While it is nice that you want Blue Mage to sub Scholar, when are non Blue Magic healing spells going to be more affected by healing magic skill?

Zagen
08-16-2011, 06:01 PM
You're misunderstanding this.

Enlighten me then.

Defiledsickness
08-16-2011, 06:03 PM
plen embrace does quite a bit of healing without /sch or /whm etc. i think they want you to /mage if you want to be the main healer and /dd or /tank when you want to do other things. think of it more like a bonus rather then a hindrance. if they said "want us to add more damage from elemental skill when subbing blm?" we would say 'hell yes'!

the whole ability to access even 1 spell or 2hour for any spell is that they want you to think, that's why you have to set spells, and too bad for you. you can argue spell access doesnt matter and only JT sets matter. that would certainly make blu more awesome. but it seems like they wont budge on this.

Economizer
08-16-2011, 06:24 PM
does quite a bit of healing without

Not the point. The point is that blue magic is actually drastically affected by healing magic, even though it is a blue magic spell. I'm fine with the way it works for Blue Mage. I want healing magic skill to affect healing magic more. Granted, this is a bit off topic from Blue Mage, but it is related to what they said.

-

Long recasts still force you to think. Maybe BLM/BRD have to wait ten minutes between Bard procs due to terrible accuracy, which forces them to be absolutely sure the timing is right. A long recast ability that can only cast one spell with a minor penalty wouldn't break the sets, but allow stuff like procs to be triggered if you are in a bad situation. I'm surprised they said no without at least mentioning something specific like this. Instead they said they'd put it on the backburner, so I'm trying to speed it up.

Perhaps the 2hour shouldn't have all spells access, but suggesting it until they personally, and specifically shoot it down and give a valid reason is better then not a bad thing, especially since I'm pretty much campaigning to get all two hours a boost somewhere in the 90's even if it only works at 90+ or whatever.

Andrien
08-16-2011, 06:40 PM
I swear sometimes Azure Lore last about 5sec on me. They should also make Azure Lore give us access to cast all blue magic, including HNM spells without the downtime of that new job ability.

regarding magical spells, and aoe cure etc. plen embrace mp cost is rather very high imo. I hope the new magical damaging spells, and cure spells isn't mind blowing high on mp cost.

Sylvr
08-16-2011, 06:56 PM
the reason they wont change our Magical blu spells is because blu -aga magic isnt effected by enemy number. blm aga-s are effected by how many enemies, dropping down their damage. though we are screwed on range/kiting, it would be nice if our gravity spells lasted longer or we got some duration+ gear. or just a aga-bind or better gravity. but idm, charged whisker rocks and regurgitation has always been cool. also maybe we're not meant to be rdm or blm/rdm :P

thf's complaining about drop rate obviously dont know how frustrating it is farming on ANY other job. TH1 is nothing. War should be more pissed that we get their DA1. TA sucks without AoA atma and blu has a hard enough decision about atmas already. should be 10% JT but we lose the 10% DA and have to set 4 spells..

Counter sucks because we have to use enervation. but counter2 could be really nice ^^ depending which spells get attached to it (and thier set point costs).

glad to hear we'll get white wind! at least i know where to start farming after the update :)

Charged Whisker isn't really that good outside of Abyssea. The only reason it's good inside is Atmas. This is true of a lot of various jobs' WSs, Abilities, and gear. Outside, Whirl of Rage outdoes Whisker in every way.

Defiledsickness
08-16-2011, 11:58 PM
personally i dont think any of the magical spells are good outside abyssea. but there's no point in using them anyways unless you're fighting something that only takes magic damage (cuz its in the air or w/e). outside we have breath spells and /thf.


Long recasts still force you to think. Maybe BLM/BRD have to wait ten minutes between Bard procs due to terrible accuracyi can land threnody on blu/brd or whm/brd. only a few nm's are super resistant and not immune. this is the price you pay for going /brd and not bringing a main brd. if you have problems on every nm, maybe go skill your singing up to 45 cap. its not about accuracy its that brd only has a C rank in singing and you're /brd with no instrument. you could buy a Singing+3 earring and trade ABC's for the Musical Earring. And i believe auger's legs have +4 singing skill.

Godofgods
08-17-2011, 01:03 AM
I'm sure ill get nothing but hate on this, but i honestly don't want to see anymore blue spells. Theirs around 130 already with more to come the next two lvl increases. Thats a tremendous amount of spells for any single job. Even more so when you consider how you obtain blue spells as opposed to other jobs spells.

Zaeon
08-17-2011, 01:10 AM
If the Community Team is still monitoring this thread; I'd like to know what the devs think of allowing BLU's to set their spell through text commands as well as through the menu(so you could do so in battle w/o having to pass through menus). I saw a post in the JP section awhile ago where someone suggested something like "/bm "Spell" on/off" as a text command for setting/removing blue magic spells from the list.

I'll be interested to see what other players think of that in addition to the devs.

Deadvinta
08-17-2011, 01:21 AM
I know you don't want to ruin your strategy of spell-selection, SE. But what about making it so that Blue Mage can have two saved sets? Then select some ability to switch between them, keeping the minute-long cooldown for using the spells again. It would just help with spell-selection when they need to change things up.

Nightfyre
08-17-2011, 02:20 AM
Really not sure why the Thieves are whining so much, a 3~9% increase in droprate is still at least 10% more drops over time even with high droprates (blue proc etc)... If you're pulling your weight in the damage department, that's more than enough to justify bringing a THF to me. For rarer items, bringing a THF main outweighs any other role you could bring in that slot if you have the basics covered.


Triple Attack - This will be interesting. However there is the thought that Blue Mage doesn't get a lot of Triple Attack equipment.

Trait - 5%
Homam Corazza - 1%
Epona's Ring - 3%

Without more Triple Attack equipment and assuming the trait is the same strength as THF TA1, we're looking at a grand total of 9% TA. And with Homam Corazza already outclassed in every way, it's really just 8%.

That's poor.

5% Triple Attack Trait < 10% Double Attack Trait.

To make this even considerably worthwhile, Blue Mage needs a higher rate of TA.

At the very least, they would need to make the DA Khanda +2 turn into TA. A GOOD amount of TA.

The trait is primarily interesting for the ability to have DA and TA traits at the same time, making /WAR a more viable DD subjob over the standard /NIN. We're unlikely to ever have a high enough amount of either stat to give 5% TA any sort of meaningful value over 10% DA, nevermind the set point cost involved.


I believe this comment is mainly meant for magical type blue spells, but the casting time has been set while considering the power, added effects, and other usages.
Though it depends on the type, the casting time is pretty reasonable when comparing to elemental magic and enhancing magic, so we have no plans to change this.
The casting times are fairly reasonable and kiting is largely dead so the main issue (short range + long recast time = out of range mob) is of less concern (extended time in AoE range due to low range on some spells is still undesirable), but the recasts on some of the spells are ridiculous and in sore need of adjustment. For instance, Firespit's recast is as long as Fire V's. For new spells, Leafstorm, Thermal Pulse, Charged Whisker, and Everyone's Grudge have recasts far in excess of any BLM nuke save for the tier II Ancient Magic spells despite being less potent barring use against a large number of targets, but bear in mind that Everyone's Grudge is single target and that high-level fights generally only have one target to damage, a situation in which our nukes and debuffs are frequently preferable to physical spells due to extremely low attack and meager means of boosting it (add a JA/trait for this!). They're also part of a relatively small selection of nukes as opposed to BLM's extensive repertoire, which leaves only MP as a limiting factor for them whereas we are potentially limited by both MP and recast timers, especially on NMs with high resistance to specific elements such as water.

Benthic Typhoon's recast is high enough that it's nigh impossible to both maintain the defense down debuff fulltime and consistently self-skillchain with it unless you have haste and marches active, and even then you'd be better off using CDC > Goblin Rush to make Fusion unless the recast is up within a fairly short window of opportunity. I'm hoping for a new Gravitation property spell though!

Mightyg
08-17-2011, 02:40 AM
I wouldn't mind long recasts if they magical spells we had didn't suck in most cases.

Economizer
08-17-2011, 02:55 AM
i can land threnody on blu/brd or whm/brd.

I haven't leveled Bard myself, I'm only going by my experiences with pick up group people. When doing stuff with a more familiar group, short of a memorable run trying to land light magic in general on a certain tiger that we had the misfortune of having to pop close to Lightsday due to a ton of stuff going wrong with scheduling, I've never seen our group have an issue with Bard procs.

I was just trying to use people doing stuff like that as an example to back up my suggestion that BLU could easily get to be able to cast one non-set spell on a long timer. But if you keep shooting me down with silly concepts like people actually capping their skills, wearing gear and making rational arguments, the communists win. Do you want the communists to win? Do you?

Defiledsickness
08-17-2011, 03:32 AM
lol well we definitely could use a +m.acc spell on blu. or lowers targets magic evasion. idk if magic defense down helps any.

in any case having to proc with brd sucks. Thf's should learn how to tank so we can stop bringing Nin to seal farms and let blu's proc /nin. TH is better then yellow drops anyways half the time.

SpankWustler
08-17-2011, 04:00 AM
Not the point. The point is that blue magic is actually drastically affected by healing magic, even though it is a blue magic spell. I'm fine with the way it works for Blue Mage. I want healing magic skill to affect healing magic more. Granted, this is a bit off topic from Blue Mage, but it is related to what they said.

Actually, this is just due to Blue Mage generally having either 0 Healing Magic skill, 130-ish Healing Magic skill, or 300+ Healing Magic skill. According to a couple of cure calculators I've played with, going from 0 to 300+ skill would have a similar effect on Cure V and Cure VI as it does on Magic Fruit and Peeonallofthem Embrace.

It only seems like skill has a more potent effect because the change in skill level is so huge. Well, unless you mean relative to the base amount.

Nightfyre
08-17-2011, 04:47 AM
I wouldn't mind long recasts if they magical spells we had didn't suck in most cases.
Different setups for different spells and different spells for different situations; our primary niche is still the frontline after all. The higher relative value of dINT is kind of a pain given that we'd use these spells against high INT targets (high-level NMs) though. That said, I would like to see an upgrade in the weapon slot; with BLM/RDM/SCH rocking affinity+5 these days and 9 levels remaining for Magian trials our level 51 affinity+2 staves are more than a little lackluster. INT/MAB swords aren't really a good answer to this problem either.

Also, I hope that our base Fast Cast trait will be fixed in the next update as opposed to having to set a second level of it to get 10% like everyone else does from the first available RDM trait.

Economizer
08-17-2011, 05:01 AM
in any case having to proc with brd sucks. Thf's should learn how to tank so we can stop bringing Nin to seal farms and let blu's proc /nin. TH is better then yellow drops anyways half the time.

What's really fun is when you need to proc red and yellow because you also want the KI for another pop from your seal farm mob.


It only seems like skill has a more potent effect because the change in skill level is so huge. Well, unless you mean relative to the base amount.

Relative to the base amount. But also because healing magic skill seems to have less effect if your Mind is sufficiently high. Having capped skill doesn't affect healing as much as it does any other skill, although this goes beyond cure bombs...

Helel
08-17-2011, 05:56 AM
Regurgitation is one of the best nuking spells in the game. The damage is similar to a T3 nuke, however the low recast, low mp cost, and almost 0 enmity, allows you to spam it and never run out of MP.

Deadvinta
08-17-2011, 08:38 AM
Something I've noticed with BLU updates, very frequently:

"We're adding more spells!"

"We're adding more spells!"

"We're adding more spells!"

"We're adding more spells!"


Kudos to that, but I would rather see:
"We're revising existing spells!"
"We're making more job trait combos!"
"We're giving a bonus chance to learn spells at higher Blue Mage levels!"

Vagrua
08-17-2011, 01:38 PM
While it won’t be for Azure Lore, in the next version update we will be introducing a new ability that will allow you to use HNM abilities while under its effects.

There will be no need to set the HNM abilities and you will be able to use them once the ability recast timer is up (planning for 5 minutes or thereabouts).
*You will still need to learn the spell beforehand.

About this, will it be possible to learn the HNM abilities from other monsters that use them?

Examples:
Isgebind, Ouryu, Smok, and Azdaja use Spike Flail, but are not known as HNM.
Apademak and Tyger use Fulmination, but are not known as HNM.

Helel
08-17-2011, 08:03 PM
About this, will it be possible to learn the HNM abilities from other monsters that use them?

Examples:
Isgebind, Ouryu, Smok, and Azdaja use Spike Flail, but are not known as HNM.
Apademak and Tyger use Fulmination, but are not known as HNM.

I'm confused. Why are you saying those mobs are not HNMs? They all give titles, they're significantly harder than the original "HNMs," and by harder, I do not mean they're actually hard, and they're all of the same mob family as their counterparts outside abyssea. They seem to fit every definition of HNM I can come up with.

Are you asking whether we'll have to camp the "original" HNM to learn the spell or something? I would hope not. There is no "original" HNM for some of these abilities, like spike flail, so I can't see them doing that.

Nightfyre
08-17-2011, 09:50 PM
The ability to learn a move from a mob has always been determined by mob family/subfamily, not the name of the specific monster in question; I don't see why there would be any such limitation with these spells since as far as I know there are no subfamilies for wyrms, khimairas, etc and with the exception of the Tahrongi mini-wyrms/turtles/sandworms all mobs in these families are NMs of some sort. The "H" in HNM doesn't really carry the same meaning these days since spawn camping is (mostly, #$%^ Gukumatz) dead.


There is no "original" HNM for some of these abilities, like spike flail, so I can't see them doing that.
Fafnir and Nidhogg are disappoint.

Economizer
08-17-2011, 09:54 PM
I think what he means is that Fafnir and Nidhogg are now force pop. Basically, there is no reason why it should be limited to them only. Especially since it is hard enough to learn Blue Mage spells without having to buy a position in a party.

Sparthos
08-18-2011, 01:31 AM
I dont see how Spike Flail would be a problem when so many monsters use it now. The same goes for most HNM abilities.

Azdaja is like stupid easy to spawn.

Since Reaving Wind, the idea of a monster needing to be a normal TW-IT monster was dropped since there are no normal Amphipteres and so pretty much any HNM ability could be up for grabs.

Covenant
08-18-2011, 09:53 AM
Blue magic spells quite often have multiple effects...which I personally think other jobs should go. So I do understand why the long react timers....

Zagen
08-18-2011, 12:56 PM
Blue magic spells quite often have multiple effects...which I personally think other jobs should go. So I do understand why the long react timers....
Do you mean the stat bonus or the traits which aren't limited by the 1 minute cool down?

DerianX
08-18-2011, 05:26 PM
Erm isn't a spell to proc enough? Maybe you thinking about abyssea then yeah one spell is fine to change but if you even did a VW on BLU... ewww... Setting all darkness spells and waiting a minute just to see at 10sec before you can cast someone is staggering with bio III, damn go back and let's change to fire spells.. 30 sec passed "guys its Darkness HQ again".... ffs...
My linkshell doesn't even bother bringing BLUs to Voidwatch because of the cooldown timer. I don't see how reducing it to 30 seconds would be gamebreaking.

Scuro
08-19-2011, 12:30 AM
Things I would like to see for BLU:

I would like BLU to have a JA similar to efflux, but for magical spells that basically instead of applying a TP mod to the spell, the JA would increase existing modifiers and make the spell stronger.

would be cool to have a JA that gives physical spells magical damage much like MNK's formless strikes

I'm dying for Crystalline Cocoon to be added and hopefully it would be around Protect and Shell IV or V range.

I think it would be great for a Job Trait that is exclusive to BLU's (whether it be meritable or given) that grants 1-2 tiers to any equipped trait. So this way if I have Treasure hunter on as a Tier 1, it can be Tier 2-3

And personally I don't mind the 1 minute cool down because it keeps BLUs on their toes BUT! I've asked this for a while and I'm asking again, that BLUs should get a spell macro pallete for their lists. While it is nice to have the ability to keep previous spells equiped, I still ask that the spell list have macros to spells so you don't spend so much time selecting them and can shave time blinding yourself with a menu. This can be done by opening up the menu, going to magic spells as you would equip normal spells, yet to the right/left of the spell list there are macroable palletes that have pre assigned spell lists so that you can equip spells with ease.

Thats what I would ask for with this next coming update.

Kwate
08-19-2011, 08:01 AM
Also, when double attack/gilfinder are enhanced, we are planning to have them change into triple attack/treasure hunter.

So what you're saying is DA will "change" into TA...if that's the case it's "not" a win for us.

Sharnak
08-19-2011, 03:43 PM
Please do somthing about to trigger weakness on mob in VW on BLU, BLU can't just keep access full list of magic to active it cuz downtime during wait for magic can active, so is it possible to reduce the list of magic to one of each element like in abyssea? at least we can set just 1 or 2 of each element to trigger (even only that will drain a lot of point to set any "Real" useful magic for fight since VWNM is not have specific tirgger base by day like in abyssea, but it's will still a lot helpful.)

Andrien
08-20-2011, 01:14 AM
looks like Behemoth Thunderbolt: AoE Thunder based damage with an additional stun effect.

http://forum.square-enix.com/ffxi/attachment.php?attachmentid=453&d=1313751739&thumb=1

Kensagaku
08-20-2011, 02:01 AM
So, new stuff for BLU.

First off, I see a JA that allows access to additional spells. However, since they accompany it with that picture, I'm worried that it's going to be a JA that unlocks the HNM-type moves. I'm praying it opens up the spell list a bit for stuff like procing, though the +5 spell points at 91 will help, but by what they tied in I'm a teeny itty-bit concerned. So crossing fingers that it's not like one of the Addendum JAs that SCH gets to unlock our more potent spells. >_>

Kwate
08-20-2011, 03:18 AM
So, new stuff for BLU.

First off, I see a JA that allows access to additional spells. However, since they accompany it with that picture, I'm worried that it's going to be a JA that unlocks the HNM-type moves. I'm praying it opens up the spell list a bit for stuff like procing, though the +5 spell points at 91 will help, but by what they tied in I'm a teeny itty-bit concerned. So crossing fingers that it's not like one of the Addendum JAs that SCH gets to unlock our more potent spells. >_>


Read Camate's post #111 in this thread, it's already been answered.

renasci
08-20-2011, 03:33 AM
It was nice to see the feedback from Camate on a number of relevant BLU proposals... However, at least one wasn't addressed; one that has personally annoyed me for the entirety of my BLU career

When (if ever) will I be able to heal (at the very least) alliance members? I would of course like to get the same treatment DNC waltzes got, but would be delighted if I could at least heal ally members.

Sharnak
08-20-2011, 04:29 AM
Who can recall in update post, the picture of blu casting magic on 2nd one (not one casting Thunderbolt, one that say Add serveral news blue magic spell). What spell that blu casting? (It's sure new one but i just not sure it's was spell form old mob, or some nm that i nv see nm's skill or it's just new mob's skill.

Sharnak
08-20-2011, 04:33 AM
Since part of the strategy is to make a choice within set requirements, we have no plan of reducing the overall cost. We will be making balance adjustments to the increases in set numbers depending on your level.


We will see this point adjustment on this next version update?

Kwate
08-20-2011, 04:33 AM
I think Dark Orb from Gargouilles.

Fenrirvii
08-20-2011, 04:51 AM
One thing I've always disliked about every new Job Adjustments post, is that every job gets told exactly what is coming their way, -except- BLU. All we get is a hastily written, "Blue Mage will be getting more blue magic spells," and one or two vague pictures of a new spell in action. Why can't we be told up front like everyone else?

Camate
08-20-2011, 04:52 AM
Just a tiny tidbit of info for the upcoming version update regarding blue mage…

We will be revamping the blue magic spell list a bit to make it so the spells can be organized by element as well as level.


Current:
476

After the version update:
477

Fenrirvii
08-20-2011, 05:00 AM
I'm actually pretty happy with this. Seeing all my newer spells be out of order with the older ones has been a minor annoyance for quite some time. :D

Mizuharu
08-20-2011, 06:13 AM
Omg finally I can just hit the auto sort command rather than manually sorting them.

I have OCD in online games...

Mizuharu
08-20-2011, 06:17 AM
One thing I've always disliked about every new Job Adjustments post, is that every job gets told exactly what is coming their way, -except- BLU. All we get is a hastily written, "Blue Mage will be getting more blue magic spells," and one or two vague pictures of a new spell in action. Why can't we be told up front like everyone else?

I agree with this but so far we know we'll get White Wind and Thunderbolt (Puk and Behemoth)

Quetzacoatl
08-20-2011, 06:25 AM
I like that. Right now it's a pain to find which elemental spells I need for Charged Whisker burning and procing weakness with Elemental Magic. I mean, why is Mind Blast not where all the other Thunder Spells should be?

Leonlionheart
08-20-2011, 06:25 AM
OH THANK GOD

Zaeon
08-20-2011, 06:47 AM
Thanks for the info Camate, it's been annoying to have spells separated, very glad to see we'll be able to sort by element now as it should have been!

Septimus
08-20-2011, 07:35 AM
Just a tiny tidbit of info for the upcoming version update regarding blue mage…

We will be revamping the blue magic spell list a bit to make it so the spells can be organized by element as well as level.


Current:
476

After the version update:
477

My hero! ;)

This is something that has always driven my OCD crazy about BLU spells.


I like that. Right now it's a pain to find which elemental spells I need for Charged Whisker burning and procing weakness with Elemental Magic. I mean, why is Mind Blast not where all the other Thunder Spells should be?

The original spells are all tidy and well sorted because that is their order in the magic dat file. Spells added after that were appended to the end of the Blue Magic list, so when you sort them now they go to their magic dat file order with the newest ones last regardless of element. This is actually really neat, I hope that they can apply this to other spells so that tier II En-spells don't go after Summoning magic. (i.e. Sort magic on category then ID number.)

Korpg
08-20-2011, 07:46 AM
Mocchi is a gimp BLU!

No spells set at all!

Yugl
08-20-2011, 07:53 AM
Meh, I already have my list sorted and in a superior manner. I would prefer sets tbh.

Kwate
08-20-2011, 09:02 AM
Meh, I already have my list sorted and in a superior manner. I would prefer sets tbh.

I agree, only took me 3 min to manually organize the elements, but if the majority of BLU's like this update, who am I to argue.

Ciecle
08-20-2011, 02:52 PM
I like the idea, but i'm going to have to learn where the location of the spells i like using are now... not like that's a bad thing. :x

Sylvr
08-20-2011, 05:25 PM
O.o For some reason, it never occurred to me that you could manually sort the spells. It makes sense since you can do it with other magic types, but it just never clicked for me, lol. I'll be utilizing this right away!

Sharnak
08-20-2011, 06:31 PM
I think Dark Orb from Gargouilles.

that what i also think in first place. but i think effect is not quit exectly same (i may mistake anyways). may i try check it when i can log.

Yugl
08-21-2011, 04:00 PM
I'm more surprised that some have played without manual sorting. It's very convenient to have trigger spells at the bottom of my spell list so I can sideways scroll to the end of the list.

TRiPP
08-21-2011, 05:00 PM
Wait, I just skimmed through the majority of the forum. Do we actually have to go out and learn these spells? On top of that use a job ability to use them? wut. No free "reign"(only limited by our points, etc.) over our spells like we used to? Damn. Well if we're getting imposed such a thing as this. I just hope the damage from these spells are justified by putting them in a category all by their own. Reconsider it, if it doesn't then reconsider it again. (The HNM ones and what have you that fall under the JA category.)

Blue Mage has gotten some pretty hyped up spells, which when we used were below our expectations, in fact, I'm pretty sure most of us felt pretty idiotic for even using them afterwards only to end up going "Oh...Uh...Hum...Mmm... Family Emergency." Then flee from the party to avoid getting lol'd at. (Looking at you 1K Needles.)

However, all in all t'is a good update. Curious what spells they're going to add on both sides of the spectrum, the non JA spells as well as the JA spells. However, I'm skeptical of most of the updates, most if not all bring some sort of bad news for every other job and great news for the others.

As for the salty thieves, come my friends. Red Mage has been shafted as well. Let's rejoice, hold hands and make job alliances against everyone else, and in time, our jobs can mate with each other and become Red Thieves, or Thief Mage. We'll uh, work out the details later or something, k'?

Wait a minute, I think I'm on to something...

SpankWustler
08-22-2011, 01:43 PM
I've thought it over, and this is my current expectation for how the HNM spells will perform:

Bubblemonkey gains the effect of Unbridled Knowledge.
Bubblemonkey begins casting Spiked Flail on That Thing with More Defense than a Baked Potato.
That Thing with More Defense than a Baked Potato takes 450 damage.
Bubblemonkey has discovered the HNM spells have no attack bonus.
Bubblemonkey gains the effect of Unpleasant Knowledge.
Bubblemonkey begins casting Headbutt on his desk.

I just can't imagine a Blue Magic spell ever having a decent attack value under any circumstances. I want to have faith and believe, but it's just inconceivable to me.

Kwate
08-23-2011, 04:38 AM
I think the fact that these spells will be limited by a JA in conjunction "HNM", I think these spells will really shine, MP efficient I seriously doubt it.

Scuro
08-24-2011, 07:24 PM
Yup it is indeed hard to believe SE would give us the shaft on this, if they would make them JA only, I'm not saying these spells will break the game or something, but my best guess is that these will not be spells to look over. And will certainly be desirable.

SpankWustler
08-25-2011, 11:59 AM
I have no doubt that the spells will have excellent modifiers and very high base damage. I have a great deal of doubt that the spells will have the attack bonus needed to be useful for situations in which Blue Mage is currently better off with a good sword and a red curry bun.

I'm not sure if the universally low attack on spells is intentional or just an issue that never occurred to anyone on the development team, but either way I have come to expect that any and all physical spells will have the same issue.

They could always surprise me, though. I like surprises!

Mizuharu
08-25-2011, 04:02 PM
Camate! You're the spoilers god of the DEV team! Give us some hints at what other blue magic spells we'll get! So far White Wind and Thunderbolt are confirmed from screenshots/previous posts.

Kwate
08-25-2011, 10:22 PM
Here

New Spell Animations (http://www.ffxiah.com/forum/topic/23465/new-spell-animations/)

Andrien
08-26-2011, 03:49 AM
I just hope spells like White Wind doesn't have an insane mp cost and long casting time/recast time. That would really suck balls.

xbobx
08-26-2011, 04:44 AM
what is going to suck is I think there is only one mob in the game that does that move.

Kensagaku
08-26-2011, 05:03 AM
White Wind? Most Puk NMs do it to my knowledge, but since to learn it in Besieged your party would have to land the finishing blow, that's difficult. The Puk from Shadows of the Mind might use it but I don't recall. The Voidwatch Puk might, but I only fought it once and was busy trying to proc spells to notice. The T1 VNM Vulpangue definitely uses it. Waugyl in Abyssea-Altepa loves to spam it. Honestly, there's plenty of places to learn it. :p

Defiledsickness
08-26-2011, 06:13 AM
only NM puks do white wind. so the nm in aby-altepa, probably the ZNM (t1), and a few other(s). i wouldn't be surprised if they added new VW mobs that do all the HNM moves.

Kwate
08-26-2011, 07:07 AM
I'm sure it's not in this FF but correct me if I'm wrong, didn't Whitewind in FFVII also cure status ailments?

Neisan_Quetz
08-26-2011, 07:28 AM
Waugyl in Abyssea-Altepa uses White wind, and quite frequently iirc.

Kensagaku
08-26-2011, 07:53 AM
There you go. Expect a price drop in the already low-costing Mageblade from BLUs spamming Waugyl. Tada.

Sharnak
08-26-2011, 06:21 PM
From this vid
http://www.ffxiah.com/forum/topic/23465/new-spell-animations/

- 1st barria spell is definitly Barrier Tusk: Grants defense and magic defense boost to the marid. (For me is it's both possible to long wait P-S spell or just Def + Mdef Up. but sound not like to be phalynx, Let's hope anyways since we going to have Harden Shell which very seem like to def boost more so this one may different, else we will get 2 def up on 1 update)

-2nd Ice Spell is very seem like to be Ruszors - Frozen Mist: - AoE Ice damage and Dispel. Additional Effect: Frozen. Envelopes its user in an icy mist which repells all melee attacks, granting them a physical shield effect until the mist dissipates.
(Which i don't think SE is good enough to give blu this additional effect lol)

- 3rd Is very seem like Ladybug - Sudden Lunge: - Knockback damage and Stun effect. Ignores Utsusemi, reduces Ladybug's HP by 5%-15% whether it hits or not. (May new headbutt?, but HP Reduce think will not apply to blu? Just hope so =w=)

4 - That skull spell is look like Iratham move for me not sure is
Malign Invocation: Mid-high AoE damage with Additional Effect: Amnesia.
or Deathly Diminuendo: AoE damage with Additional Effects: Bio and Curse.
(I think it's was Deatly Dimiuendo? I really can't remember execly)

5 - Dark spell dmg with sparking is definitly Dark Orb - Area of Effect, Dark Damage ( Another Dark base magic, look like SE so love to give blu Dark base magic)

6 - Look like another Gaze type spell which so hard to fix which is it , but it look like Tauri - Mortal Ray - Single target Doom. Gaze Attack. (Just hope it's not super just Show off magic again no ways land to nm anyways lol, i still remember well about what happen to Jettatura, which is become just "Super LONGGGGG Cast stun magic" or Bad Breath which just low dmg breath with 5 sec of each debuff (if can landed) which you trade with tonssss mp and forever casting)

7 - Definitly Golem - Heavy Strike: - Moderate single-target damage. for me also (Just hope is good dmg for just single hit but hard to hope since this round update normally SE will give us only junk physical spell)

8 - Definity Behemoth - Thunderbolt: 40' AoE Lightning damage and Stun.
(Just wonder how dmg will deal + if it's really wide range like origial, sound like doom for blu for me lol)

9 - Definilty Poroggos - Water Bomb - 10' AoE water damage (centered on the primary target) with Silence

10 - Definitly Adamantoise - Harden Shell - Defense Boost effect. (Hope it was longer stay version of Def up, I both love and hate cocoon for a reason.

totally 10 spell for 5 lv is very common for SE to give blue, I just hope we will see more than this actually since HNM WS will speratly form normal spell list. and so far only 2 HNM is add in this update =/ i really hope we can see all 3 Land King for this update so we still miss Wyrm ;;, And as SE tradition for blu magic add, which will switch to give between potent physical magic and magic debuff/buff magic, since last update we have quite strong physical magic so this update will not have any "Strong Physical Blue Magic" apply.

PS. if white wind exist in next update guess still no dats for it yet so far. That may a little hope for more magic will apply.

Sharnak
08-26-2011, 06:27 PM
I'm sure it's not in this FF but correct me if I'm wrong, didn't Whitewind in FFVII also cure status ailments?
So far i think White Wind never cure status, just give cure all party member equal to your current HP

Scuro
08-26-2011, 06:56 PM
Am I the only BLU in this game that thinks White Wind is nothing but a back rub of fan service, and is completely and UTTERLY pointless in use? I mean hell when was the last time any BLU used Healing Wind? I could give a damn less about AoE cures, removing of status ailments isn't bad but.... thats what Winds of Promy does and it has a more then decent MP cost as well as recast..... To what reason could I possibly care for an AoE cure, which will probably get me killed, and I would be better benefited to use Winds of Promy. /sigh this kinda ranks up there with people saying our 2 hr should turn us into soul flayers, and a JA that allows us to use all of our spells...

Anyway, I'm really hoping that the 2nd spell is actually Crystalline Cocoon and if it isn't then I hope that comes soon, our own form of protect and shell would be freakin fantastic! yet the Ruzor idea doesn't sound too bad either, I've wanted a spell that gives a sort of physical nullification this way our tankability will be greatly boosted during 2hrs and such of mobs or when a mob starts to go into rage/bannana mode. Come on SE! Don't let us down with this spell! (No lie I was really hoping reaving wind would have a wind that knocked back the enemy, this would be fantastic for kiting mobs or tanking them when it starts to get hectic, but oh well).

Covenant
08-26-2011, 07:31 PM
The trouble with 1k needles is what makes it a nice spell as well. Since, I haven't used it in a long long time and I'm too lazy to search for info...doesn't it always do 1k damage/per mob? Regardless of resist rate. Unfortunately, most of the upper blue physical spell also does this damage and past it with efflux and for cheaper, faster casting time. Of course, they are single target only.

In case, no one said it...how about the NM cataurs "10k needle". I don't necessarily want to make blue mages a magical nuking job, but it would be nice to have a really powerful AoE or even single target magical spell. Plus something to burst with.

Kwate
08-26-2011, 10:30 PM
Am I the only BLU in this game that thinks White Wind is nothing but a back rub of fan service, and is completely and UTTERLY pointless in use? I mean hell when was the last time any BLU used Healing Wind? I could give a damn less about AoE cures, removing of status ailments isn't bad but.... thats what Winds of Promy does and it has a more then decent MP cost as well as recast..... To what reason could I possibly care for an AoE cure, which will probably get me killed, and I would be better benefited to use Winds of Promy. /sigh this kinda ranks up there with people saying our 2 hr should turn us into soul flayers, and a JA that allows us to use all of our spells...

Anyway, I'm really hoping that the 2nd spell is actually Crystalline Cocoon and if it isn't then I hope that comes soon, our own form of protect and shell would be freakin fantastic! yet the Ruzor idea doesn't sound too bad either, I've wanted a spell that gives a sort of physical nullification this way our tankability will be greatly boosted during 2hrs and such of mobs or when a mob starts to go into rage/bannana mode. Come on SE! Don't let us down with this spell! (No lie I was really hoping reaving wind would have a wind that knocked back the enemy, this would be fantastic for kiting mobs or tanking them when it starts to get hectic, but oh well).

Scuro, if SE doesn't gimp WW, I can see alot of potential with it, especially if AOE range is wide, to ensure maximum results each cast. We'll see.

xbobx
08-27-2011, 02:29 AM
There you go. Expect a price drop in the already low-costing Mageblade from BLUs spamming Waugyl. Tada.

Mageblade is rare/ex

Kensagaku
08-27-2011, 03:10 AM
Well derp. I have one and you think I'd check. That's what I get for mindlessly replying. :P

Scuro
08-27-2011, 03:12 AM
Honestly if it doesn't wipe multiple status ailments or all status ailments currently applied to party members, /throws away in trash, useless and I'll never use it nor equip it unless it has a sexy JA. I would rather use AoE Erase from winds of promy.

Kensagaku
08-27-2011, 03:28 AM
Except that erase won't cure poison, paralysis, or any of the other non-erase spells. It'd be a nice AoE healing especially if it's along the lines of a Curaga 3, which is what I'm hoping. Odds are it'll be a curaga II and we'll all QQ about it, but until then I'd rather wait and see. It'd be nice to have a support healing effect for your party as needed, and Winds of Promy isn't going to be restoring HP so that's sorta an odd argument.

Absit
08-28-2011, 04:55 AM
You know what I'd like to see? More points! Come on Square! Just give us one extra point at lvls 1, 11, 21, etc. JUST ONE! You give us all these spells/job traits we can get but never enough points!

Draylo
08-29-2011, 03:26 PM
That's suppose to be part of the challenge.

Kegsay
08-29-2011, 10:33 PM
White Wind is ~700 hp cure.

Masamunai
08-30-2011, 12:32 AM
Ignoring the salty THF's, a lot of stuff mentioned that noones picked up on.
Nice! A new job ability! :D I wonder if it'll have an effect on all spells, or just provide access to HNM.
Thank god the HNM spells are not tacked onto Azure Lore too.

This is interesting. I hope I'm interpreting this wrong but an increase to the number of spells we can set by level? (i.e. LV1-10 6 Spells Max, LV31-40 25 spells max). I've never had an issue with the limit as I've always run out of set points, so hopefully some additional set points will come too.

Thank you.

Higher tiers of Fast Cast coming. Good. They still need to fix our Fast Cast though.

Higher tier of Store TP - Very nice.

Counter 2? Sweet. BLU/MNK can cap counter rate with that.

Higher Tier of Auto Regen - I did not see that coming. Nice, but with 6 set spell point it costs for T1 Auto Regen

Triple Attack - This will be interesting. However there is the thought that Blue Mage doesn't get a lot of Triple Attack equipment.

Trait - 5%
Homam Corazza - 1%
Epona's Ring - 3%

Without more Triple Attack equipment and assuming the trait is the same strength as THF TA1, we're looking at a grand total of 9% TA. And with Homam Corazza already outclassed in every way, it's really just 8%.

That's poor.

5% Triple Attack Trait < 10% Double Attack Trait.

To make this even considerably worthwhile, Blue Mage needs a higher rate of TA.

At the very least, they would need to make the DA Khanda +2 turn into TA. A GOOD amount of TA.

Treasure Hunter - TH1? Pointless. TH2? I'd be interested.

^This. and i would add also what 2 other posteres said:

- please re-evaluate BLUE Magic Attack scalings. Because right now BLUs can't even approach a BLM or SCH spike dmg, or a melee DD dmg, with spells on any notorious monster that matters (ie lvl80+ NMs vs. BLU90). Direct consequence: BLUs are simply called to come to event in another job or stuck in healing/triggering whore only role...
EDIT: i mean as "base" BLU, ie not using SneakAttack, or asking COR buffs to "cheat" spell dmg.

- the 1min cooldown timer... uber annoying... especially on events needing blu for trigger. Someone posted a typical scenario: leader ask blu to set a trigger spell, blu starts to go in spell list and set said spell -20secs passed already there-, blu starts waiting 1min, someone triggers around 45secs waiting, blu feels like "Damn it now i have to re-set the spell i ditched for that trigger spell..." - at least 3mins wasted there, where usually NM is dead by then... Other scenario would be to anticipate and set the 3 potential trigger spell needed, but then that means gimping our total set points to 40~44 instead of usual 50 with 5merits in Assimilation...
A reasonable solution would be either to set that cooldown just before opening the spells list and setting spell(s), not after (and of course NO cooldown if no new spell set); or reduce it to 30secs...

Ezekieal
08-30-2011, 02:23 AM
So far i think White Wind never cure status, just give cure all party member equal to your current HP

Just finished a FF7 playthrough, and White Wind DEFINATELY does remove many status ailments, however it removes buffs too. I have seen it remove bio(poison), blindness, slow, confusion, toad and mini to name a few. It also removes all the buffs from Big Guard ie barrier mbarrier and haste.

Zeo
08-31-2011, 10:02 PM
- the 1min cooldown timer... uber annoying... especially on events needing blu for trigger. Someone posted a typical scenario: leader ask blu to set a trigger spell, blu starts to go in spell list and set said spell -20secs passed already there-, blu starts waiting 1min, someone triggers around 45secs waiting, blu feels like "Damn it now i have to re-set the spell i ditched for that trigger spell..." - at least 3mins wasted there, where usually NM is dead by then... Other scenario would be to anticipate and set the 3 potential trigger spell needed, but then that means gimping our total set points to 40~44 instead of usual 50 with 5merits in Assimilation...
A reasonable solution would be either to set that cooldown just before opening the spells list and setting spell(s), not after (and of course NO cooldown if no new spell set); or reduce it to 30secs...

This is why I hate using my BLU in VW. I could understand having the cooldown for tactical reasons. OK. They should at least reduce the number of spells possible for each element.

Mayoyama
08-31-2011, 10:25 PM
I made another post here (http://forum.square-enix.com/ffxi/threads/13940-Test-Server-Feedback-on-BLU-spells) which has information on the new spells and testing on the modifiers on the spells if anyone is interested.

I'd also appreciate any opinions you guys have on the new spells be posted there so we can hopefully gather enough 'voiced' opinions to help Camate formulate some constructive feedback for the dev team.

Nightfyre
09-01-2011, 02:14 PM
This is why I hate using my BLU in VW. I could understand having the cooldown for tactical reasons. OK. They should at least reduce the number of spells possible for each element.

100% agree with this. I understand the limitation from a tactical perspective, but it basically puts me out of comission for anything other than procs when doing Voidwatch due to the large number of potential procs. My ability to damage, enfeeble, buff, heal, and tank is completely nonexistent, and it's extremely frustrating. Getting away from the proc system entirely would be my preferred solution since it's a poor excuse for balancing alliance play, but at the very least I'd like to be able to fulfill proc duties and general alliance duties in the way everyone else can without incurring crippling penalties.

Sekundes
09-03-2011, 01:18 PM
100% agree with this. I understand the limitation from a tactical perspective, but it basically puts me out of comission for anything other than procs when doing Voidwatch due to the large number of potential procs. My ability to damage, enfeeble, buff, heal, and tank is completely nonexistent, and it's extremely frustrating. Getting away from the proc system entirely would be my preferred solution since it's a poor excuse for balancing alliance play, but at the very least I'd like to be able to fulfill proc duties and general alliance duties in the way everyone else can without incurring crippling penalties.

I agree too. At least with abyssea you can take a small hit and ensure all procs are covered(even before they dropped half of the procs) but having to change spells 7 times in a fight leaves me doing little else...

Prothscar
09-04-2011, 08:14 AM
Blue Mage is the only job that's legitimately and critically hampered by the proc system (Voidwatch mostly, to a very lesser extent Abyssea). No other job is required to change their entire spell list and wait 60 seconds every time just to cast one of their proc spells (PUP has to change frames I guess, but how much do they really lose by doing that :\).

Why should I have to have my entire list of castable spells dedicated only to proccing weaknesses, only to have to change into even more proc spells and wait 60 seconds because there's more spells than there are points/spell slots?

I offer forth some solutions:

1) Limit the list of BLU proc spells similar to abyssea.
2) Lower the cooldown between spell sets. This could cause some issues outside of proccing situations, so it's probably not preferred.
3) Add a magic discernment periapt similar to the JA/WS one. I don't know why this wasn't already considered...

Tashan
09-04-2011, 02:21 PM
I've never done VW so I couldn't speak on it's behalf. What you're all saying is putting me off though.

I still don't think the issue is the 1 minute cooldown timer. It isn't drastically bad, and I've grown accustomed to it.

Nightfyre
09-04-2011, 02:51 PM
I've never done VW so I couldn't speak on it's behalf. What you're all saying is putting me off though.

I still don't think the issue is the 1 minute cooldown timer. It isn't drastically bad, and I've grown accustomed to it.
There are multiple weakness procs active at any given time. It's very rare that you don't have at least two magic procs active at a time, so that's two full elements to set and cast... and once you get a proc, you're immediately looking for new procs. If somebody proc'd a WS or JA while you were looking for magic procs, that may add to your list since the next proc could be magic instead.

You are constantly trying procs, setting new spells, or waiting on cooldown. There is very little time to do anything else and you can't dedicate many set points to non-proc spells anyway due to the large number of potential procs per element.

Covenant
09-06-2011, 05:53 AM
Your arguing that "proc" system is the entire game. If anything it's only 2-4% of the entire game(if that)...even though your doing it 100% of the time. Abyssea is a niche part of the total FFXI experience. It's only because it's "new" that make it seem important.

SpankWustler
09-06-2011, 06:34 AM
Your arguing that "proc" system is the entire game. If anything it's only 2-4% of the entire game(if that)...even though your doing it 100% of the time. Abyssea is a niche part of the total FFXI experience. It's only because it's "new" that make it seem important.

He's refering to the proc system in Voidwatch. Which is horrible on Blue Mage compared to any other proc system.

Also, more Voidwatch is being added next update. Get ready to set more spells and wait more minutes, bros!

Nightfyre
09-06-2011, 08:58 AM
Your arguing that "proc" system is the entire game. If anything it's only 2-4% of the entire game(if that)...even though your doing it 100% of the time. Abyssea is a niche part of the total FFXI experience. It's only because it's "new" that make it seem important.

...did you even read what you're responding to?

Tashan
09-06-2011, 03:24 PM
So it seems that VW is about repeated procing to build up some gauge or lights based system. That does sound harsh.

But that sounds like a bad system design rather than an issue with the set spell system..

Do WS' proc in VW too?

SpankWustler
09-07-2011, 02:09 AM
Do WS' proc in VW too?

Everything can proc in Voidwatch. Literally everything. Any ability of any of a Beastmaster's jug pets can be a proc. Every single, horrible level 12 Bloodpact: Rage can be a proc. Any merit ability or spell can be a proc.

I'm pretty sure that as of next update, leaving the computer to go unburden one's self of solid or liquid waste will be procs. And yes, Voidwatch will know and it differentiate.

Tashan
09-07-2011, 11:19 AM
That sounds terrible in design.

Zagen
09-07-2011, 12:00 PM
That sounds terrible in design.

What do you mean? It allows every job to be "needed" lol, made the MNK + WHM is broken cry babies happy.

Tashan
09-07-2011, 01:28 PM
That doesn't make everyone needed, it makes the jobs that can do the most at one time needed.

Nightfyre
09-07-2011, 02:21 PM
What do you mean? It allows every job to be "needed" lol, made the MNK + WHM is broken cry babies happy.

"Needed", with quotation marks, is a great way to phrase that. You're not wanted for your ability to contribute to the kill itself, just for your ability to help raise the droprate by some unknown margin. We have all become THwhores of a sort, and it's no more excusable than it was/is for THF alone. It's especially terrible for BLU as mentioned due to the global cooldown after setting spells and the ever-changing list of procs.

I've taken to keeping a small core list of spells set (Regurgitation, Acrid Stream, Battery Charge, MAB trait, sometimes a couple others) and going /WHM so that I can at least contribute a small amount here and there between proc attempts and after we cap lights. It's still pretty embarrassing how little I'm able to contribute aside from procs, especially in fights where we don't cap magic lights til near the end of the fight, but it's better than just standing around I guess and Regurgitation allows me to DD hatelessly from out of AoE range. I'd much rather be playing BLU than cycling through an arbitrary list of spells and playing /WHM though. We could bring a lot more of value to these fights.

Septimus
09-08-2011, 01:17 PM
Everything can proc in Voidwatch. Literally everything. Any ability of any of a Beastmaster's jug pets can be a proc. Every single, horrible level 12 Bloodpact: Rage can be a proc. Any merit ability or spell can be a proc.

I'm pretty sure that as of next update, leaving the computer to go unburden one's self of solid or liquid waste will be procs. And yes, Voidwatch will know and it differentiate.

You get a gold star for this comment.



There.

SpankWustler
09-08-2011, 02:37 PM
You get a gold star for this comment.



There.

You say that now, but Camate related my post to the development team just this afternoon and the three of them who didn't die of excitement on the spot are now working tirelessly day and night to implement such a concept.

Septimus
09-08-2011, 03:37 PM
You say that now, but Camate related my post to the development team just this afternoon and the three of them who didn't die of excitement on the spot are now working tirelessly day and night to implement such a concept.

I think if such a thing were possible, they would have done it already.

Three cheers for PS2 limitations!

AldielQuetz
09-09-2011, 11:38 AM
I have seen Knights of Round proc, so yes, everything can proc
★★★

Covenant
09-10-2011, 10:14 AM
Shouldn't this be under a "proc" thread... Seems a waste of space.