View Full Version : Lvl 99 Spell Suggestions
Lordthom
03-14-2011, 03:05 AM
My suggestion is, of course, Meteor.
The wrinkle would be in the application. I would like to see it be reminiscent of the opening video of the game, where a bunch of BLM are all casting what looks like meteor at the same time.
The wrinkle would be that if a single BLM casts the spell it would do moderate damage for extensive mana cost. However if multiple BLMs cast it simultaneously the damage would go up exponentially. For instance, single BLM damage is 500 points of damage unresisted. Two BLM casting would be 1000 points of damage each for total of 2000 points of damage. Three BLM casting would be 1500 points of damage each for total of 4500 points of damage. Six BLM casting would be 3000 points each for 18,000 points total.
Of course the numbers need to be tweeked and dialed in for balance, but you get the idea. May even need to limit it to BLMs in the same party or in the same alliance to keep it within reason.
Tanathos
03-14-2011, 03:15 AM
yeah meteor for Single and Comete for -ga , and of course Death should be unlock :)
Venat
03-14-2011, 04:42 AM
BLM- Meteor/Thunder5
RDM- Ultima/Cure5
BLU- Fafnir tail/Cure5 spell
SCH-Thunder4-aga
NIN- All shadows +1
SMN- Bahamut/7 New BP's
nobodyhere
03-14-2011, 04:57 AM
sch helix tier 2 spells
blu better evasion spell with longer time staying up
Tanathos
03-14-2011, 05:04 AM
Blm: Meteor-Comete
Drk: Death-Hades
Snm: Ixion
Blu: ??
And Of course plz some new element staff!! because lvl 99 with lvl 50 staff no thanks
JagerForrester
03-14-2011, 05:09 AM
Holy II for PLDs and WHMs, and make it potent!
Delvish
03-14-2011, 05:28 AM
And Of course plz some new element staff!! because lvl 99 with lvl 50 staff no thanks
Those new Magian Trial Staves are absolutely superb~
Angelsasuke
03-14-2011, 05:44 AM
BLM: Death(prolly cost like 600mp and 1 in 5 chance of working but worth it)/ Meteor/ Comet/ Bio III (was always used by BLM mobs but never given to BLM)
BLU: Maybe one of the added effect KO moves, or something like tribulation
SMN: Ixion/Bahamut and xtra skill up on smn skill(for those of us who dont use a bot to keep it capped)
WHM/PLD: Holy II and Dia III(was always used by whm mobs but never given to whm)
DRK: Death or Absorb Buff Spell
NIN: Jubaku: NI, and Maybe San: Debuffs
SCH: Id have to agree with tier II helix
RDM: Ultima, Amnesia, Stop, Gravity II
BRD: song to decrease enemy movement speed
Rakam
03-14-2011, 06:27 AM
Blm: Meteor-Comete
Drk: Death-Hades
Snm: Ixion
Blu: ??
And Of course plz some new element staff!! because lvl 99 with lvl 50 staff no thanks
Trial staff please check it
Tanathos
03-14-2011, 07:09 AM
I mean staff thats you can craft, not the one who you need 100 days+ to mak one ^^
Neisan_Quetz
03-14-2011, 07:21 AM
If it takes you 100 days to complete 1 Magian staff you aren't trying to finish it and are killing 5 mobs a day if that.
Mirage
03-14-2011, 07:40 AM
100 days or not, magian trials are mostly mind-numbingly boring. I'd pay quite a bit for a weapon comparable to a trialed weapon just to avoid that.
DrDelicious
03-14-2011, 08:02 AM
why is everyone suggesting rdm gets ultima? since its the best DD magic in most FF games, id say thats blm territory. for rdms id suggest more enfeebling spells, another tier of para, slow and blind would be ideal. just sayin'
Kimiko
03-14-2011, 10:10 AM
*Sigh* If this is the state of the BLM as it stands today, I feel sorry for you all. Is it really that hard to put in maybe 1-2 hours of work a day for, what a week at most toward getting a magian +2 staff?
Yarly
03-14-2011, 12:04 PM
lol @ people complaining game is boring/tedius but still play
Tanathos
03-14-2011, 02:58 PM
Well for me a game must be fun, and i dont see the fun to kill 250 same mob.. its like a Wow bashing... of course you need more than 1 trial staff.. if ut was online one yes np but for all element...
Rambus
03-14-2011, 03:20 PM
Well for me a game must be fun, and i dont see the fun to kill 250 same mob.. its like a Wow bashing... of course you need more than 1 trial staff.. if ut was online one yes np but for all element...
I get the point where this can go..
I really dislike the magian trails for staffs, and that is why I have not done any yet. ( I made a dagger for THF/DNC and brd melee i guess... and a PDT sword because those are most dire and bring out the best improvement vs what i had)
you need a light acc one, 6 potency staffs, a dark acc one, earth acc one, some combo of weapons for RDM ( club/shield, i dont know what is best anymore) and having SMN staffs for - prep. Then having MAB swords for blu( light MAB if you want to pad that since holy after curing can be mean >XD) (you can also use the 51 staffs for acc but you are still carrying those 8 + magain staffs)
so at 75 you where fine with 8 staffs if you had all the mage jobs leveled. now if you want to be good you need around 20+ weapons for mage jobs, I thought SE was suppose to be getting better with inventory management not making it worse.
Vraelia
03-14-2011, 03:31 PM
You guys can rest assured that BLMs will indeed get Meteor. Stop saying 'Please, give BLMs Meteor' If you have read the very first thing that SE said on these new Updates (from last year) is that: 'It is about time we introduced BLMs to Meteor.' So, yeah, take it down an octave. XD lols
And also, if WHMs get Dia III, RDMs needs to get Dia IV, and along with Dia IV, we must also get Bio IV. (We are the best enfeeblers, not WHMs, so this is necessary.)
Holy II should go to PLDs and WHMs.
Ultima should also go to BLMs. Maybe Demi too. And Merton.
RDMs should get 'Merton' and Demi. And Raise II. And Cure V. And Reflect. And Barrier to let the RDM have both Pro and Shell on, plus give the RDM a resistance percentage to all Elements. Tier III Enspells. Tier III debuff spells (Slow III, Paralyze III, and Blind III.) Also, let the RDM learn the spell Phalanx III, not have it merited.
WHM should get Cure VII. And Raise IV. And Protect/Shell VI. And Shellra and Protectra VI. And a Null spell to help strengthen Resistance against all Elemental powers/ailments to a %.
PLDs should get Shell V. Plus a spell like: Gain-Enmity. But a PLD type spell name instead of Gain (Gain being RDM's signature spell name.) And Cure V. (If a PLD casts Cure V, he/she gains massive hate, instead of its less Enmity effect.)
That's all I can think of atm....lols
Bejiita
03-14-2011, 05:43 PM
I thought this was a Blm thread, lol. Anyway, Blm should finally get direct damage Dark Magic spells. For example, Shadow1-5, Shadowga1-3, Shadowja, Eclipse(AM)1 and 2. Meteor is a given, but nothing's been said about Comet by Square Enix. Death would be fun, make it like Zantetsuken except not area of effect. Bio3 would be appreciated, as well as Sleep3. No Ultima. One thing I love about FFXI is that nonelemental attacks are few and far between. Why would the masters of Elemental Magic get a spell that is nonelemental?
Superchicken
03-14-2011, 05:48 PM
why is everyone suggesting rdm gets ultima? since its the best DD magic in most FF games, id say thats blm territory. for rdms id suggest more enfeebling spells, another tier of para, slow and blind would be ideal. just sayin'
doubt you will see this as it would make the tier II merit enfeebles pointless.
Rambus
03-14-2011, 06:37 PM
doubt you will see this as it would make the tier II merit enfeebles pointless.
most merit spells are useless anyways so it doesnt matter, I am siding with making those merit spells actall spells that jobs can use and getting rid of all spell merits and making them to other job traits like potency traits.
instead of slow II, you would just have a slow potency trait for RDM and make slow II a learnable spell, same with protecra/ shellra and AM II. The potency traits that could replace AM II is MB potency for a specific element.
I mean staff thats you can craft, not the one who you need 100 days+ to mak one ^^
I easily belt them out in a week or two, depending on how much time I dedicate to each trial. And, I have to solo them all because other players are not capable of turning around before finishing a monster off, so all of the "elemental kill" trials, I just solo.
It's actually pretty easy. Gather a few up, sleepga, ja, sleepga II, ja, sleepga, ja of the element you need to kill with, and then ga3 of the element if any are left over.
Super easy. Just takes time. Can easily do a trial in a day or two with Abyssea.
Kuwabaraone
03-14-2011, 09:48 PM
Well, definitely gonna need Thunder V and Thundaja. And yes, we are overdue for both Bio III and Meteor. AMIII would be nice, but not necessary. Could also get a merit class that provides cumulative boosting to elemental spells too, just for kicks.
KB1
Corres
03-14-2011, 10:24 PM
Death would be fun, make it like Zantetsuken except not area of effect. oh i sure hope so with /sch maybe. manifestation and GO!
Superchicken
03-14-2011, 11:22 PM
most merit spells are useless anyways so it doesnt matter, I am siding with making those merit spells actall spells that jobs can use and getting rid of all spell merits and making them to other job traits like potency traits.
instead of slow II, you would just have a slow potency trait for RDM and make slow II a learnable spell, same with protecra/ shellra and AM II. The potency traits that could replace AM II is MB potency for a specific element.
wishful thinking but i doubt it. SE is not gonna change the current merits already in place, and i really doubt you'll see Para III or Slow III make it into the players arsenal of spells
Rambus
03-15-2011, 04:01 AM
wishful thinking but i doubt it. SE is not gonna change the current merits already in place, and i really doubt you'll see Para III or Slow III make it into the players arsenal of spells
Then your stuck with level 75 cap concepts.
my thinging is this, do it right or don't do it at all I still think pasting level 75 was a 1/2 baked idea that wasn't fully thought though.
your really not hurting anything to change those merits into potiencies, the conpects are still the same, people want a better slow so they will still merit slow potency over other merits. same with old AM II, the idea with AM II was to give a strong MB spell, since those spells are not strong anymore just make am II learnable while giving a MB potency for a specific element.
I really think if SE wanted to lift cap and do it well they should of think of all aspects like issues like this.
Gippo
03-15-2011, 11:45 AM
I mean staff thats you can craft, not the one who you need 100 days+ to mak one ^^
god forbid you have to work for something
Imole
03-15-2011, 12:03 PM
If im not mistaken I believe SE sayed that they are intending on making level 99+ merit points. This being said we still got alot of aby burns coming our way so i dont really see aby dieing in a year like some have said in other forums. And as far as the elemental staves go ffs the first 3 trials of like 7 you only need like 10kills and the final trial of the 7 is justturning in the geodes. Basicaly speaking you are only lookingat killing like 300-400 total mobs no its not fun but easily completed in less than 1 week solo if you try.
Momotarotaru
03-18-2011, 04:28 AM
Talk about the spell.
I would like to see combo of spells... like Weapon skill chain but spell.
or make new spell when 2 or more mages cast same or different spell in the same time to same target.
Example
we can make ICE STORM when 1 mage cast Blizzard and 1 mage cast Aero
OR Electric Wave Thunder spell + Water spell.
OR Slow + Stone = Super Slow
OR Slow + Stonega = Slowga.
OR Sleep + Bio = Nightmare
OR Holy + aspir (drain sleep) = aspir (drain sleep) but light element.
OR make Super Light damage with Holy (Banish) + Thunder + Fire + Wind
same go with Super Dark damage with Blizzard + Stone + Water
Maybe I dream too much XD
Lordthom
03-18-2011, 06:18 AM
I really like that idea Momotarotaru. That could really add a whole new aspect to the game.
Bejiita
03-18-2011, 08:09 AM
Square Enix could make dual elemental spells akin to the pairings that Abyssean elementals have. The only problem with this is the amalgamation that Baelfyr's posses; Fire and Light elements. Would be pretty cool, and have them Magic Burst doubly so when the skill chain is level 2 or 3.
To expand the list i made for Rdms. XD
White Magic:
Haste II - Stronger version of haste.
Stoneskin II - Occ. absorbs damage taken instead of taking 0.
Reflect - Occ reflects single target spells on the mob that casted.
Cure V - It's about time we should get Cure V back.
En-Petrify - Has a chance of procing on hits.
En-Curse - Has a chance of procing on hits.
En-Poison - Has a chance of procing on hits.
En-Paralyze - Has a chance of procing on hits.
En-Slow - Has a chance of procing on hits.
En-Addle - Has a chance of procing on hits.
En-Toad - Has a chance of procing on hits.
En-Doom - High mp cost and really low proc rate.
En-Death - 999mp cost and really low proc rate.
En-Plague - Has a chance of procing on hits.
Banish I-III - We got divine skill why not.
Absorb-Fire - Occ absorbs fire damage.
Absorb-Ice - Occ absorbs ice damage.
Absorb-Thunder - Occ absorbs lightning damage.
Absorb-Wind - Occ absorbs wind damage.
Absorb-Water - Occ absorbs water damage.
Absorb-Earth - Occ absorbs earth damage.
Absorb-Light - Occ absorbs light damage.
Absorb-Dark - Occ absorbs darkness damage.
Absorb-Damage - Occ absorbs physical damage.
(Note with Absorb spells they don't stack.)
Reflect II - Occ will reflect aoe and single target spells.
Protect VI - No explanation needed.
Shell VI - No explanation needed.
Dia IV - Higher tier of dia.
Dia V - Higher tier of dia.
Diaga II - Aoe dia.
Diaga III - Aoe dia.
Stop - Occ stops an enemy.
Slow III - Higher tier of slow.
Paralyze III - Higher tier of paralyze.
Regain - 1 a tick regain similar to Sch.
Holy spikes - Deals light damage and occ flashs target.
Wall - Nulls damage taken from certain forms for a certain amount of time.
En-Regain - Drains tp from target with each hit.
Moogle - Turns target into a moogle.
Chocobo - Turns target into a chocobo.
Avalon - Gives Target Refresh, Regen, Regain, Stoneskin, Blink, Aquavail, and Phalanx effect. Duration depends on all skills combined. Potency goes up with every 500 skill levels. (Ex. You have Enf, Enh, Dark, Divine, Healing, Ele skills combined they are 1450. Meaning your potency raises 2 points for the refresh, regen, and regain and other effects.)
Holy II - Deals major light damage and lowers darkness resist.
Holy III - Deals extreme light damage and lowers def and att of targets darkness element. Occ flashs target.
En-Flash - Occ flashes the target.
Cure VII - Heals target for major amounts.(2000-3000 hp healeed with 50% cure potency.)
Cure VIII - Heals target for extreme amounts.(Some where in the range of 3000-4000 with 50% cure potency.)
Curaga V - Heals all targets in range.
Curaga VI - Heals all targets in range.
Curaga VII - Heals all targets in range.
Holy Flare - Deals light elemental damage and dazes target for set duration.
Banish IV - Deals light elemental damage.
Banish V - Deals light elemental damage.
Raise IV - Raises target and half's weaken timer.
Reraise IV - Reraises target with half weaken timer.
Bar-Terra - Major earth resist.
Bar-Flare - Major fire resist.
Bar-Aqua - Major water resist.
Bar-Shadow - Major darkness resist.
Bar-Holy - Major light resist.
Bar-Freeze - Major ice resist.
Bar-Burst - Major thunder resist.
Bar-Tornado - Major wind resist.
Stormspells II - Doubles the bonus gained from weather spell.
Banish VI - Deals major light elemental damage.
En-Light II - Deals more damage.
En-Flare - Deals major additional fire damage.
En-Quake - Deals major additional earth damage.
En-Tornado - Deals major additional wind damage.
En-Freeze - Deals major additional fire damage.
En-Burst - Deals major additional lightning damage.
En-Flood - Deals major additional water damage.
En-Holy - Deals major additional light damage.
Banishga III - Deals aoe light damage.
Banishga IV - Deals major aoe light damage.
Banishga V - Deals extreme ale light damage.
Repose II - Sleeps a target for longer period.
Divine Radiance - Gives targets in area effect Protect, Shell, Regen, Stoneskin, Blink, and Immunity to status effects for set duration.
Double MP- Doubles amount of mp user has.
Black Magic:
Demi - Will half enemies hp if lands.
Bio IV - Higher tier of bio.
Bio V - Higher tier of bio.
Terra Spikes - Deals earth damage and occ petrifies target.
Aqua Spikes - Deals water damage and occ poisons target.
Gust Spikes - Deals wind damage and occ silences target.
Doom - Dooms target if it lands.
Blind III - A more potent version of blind that uses a flash like blind.
Aspir - Rdm should really get this in the 90s.
Drain - Same as aspir.
Gravity II - A more potent gravity effect that also has a change of halting the target.
Bind II - A potent form of bind that does not wore when target is hit.
Confuse - Chance of confusing the target if it lands.
Toad - Turns target into a toad.
Seal - Seals all magic, jas, and ws's of the target.
Amnesia - Puts amnesia effect on target.
Death - More likely to be a Blm spell if it ever comes out.
Ultima - Blm spell again probably.
Plague - Plagues the target.
En-Weapon - Changes your damage type(Slashing, Piercing, Blunt.)
Converse-MP - Converts some of damage taken into MP.
Converse-HP - Converts some of damage taken into HP.
Converse-TP - Converts some of damage taken into TP.
Disintegrate - If lands erases mob into nothing while absorbing all TP, MP, and HP from target.
Tempest - Converts DEF into damage on target. 10% mp - 50% of def, 25% mp 100% of def, 50% mp 200% of def, 75% mp 200% of def, 100% mp 300% of def.
En-Aspir - Drains mp from target with each hit.
En-Drain - Drains hp from target with each hit.
Dispel II - Higher form of dispel that will dispel all effects target has.(Includes ones that dispel can't take off. Ex. 2hrs)
Break II - Lands on more targets then break and will not wore from getting hit.
Meteor - Deals aoe non-elemental damage.
Comet - Deals single target non-elemental damage.
Firaga IV - Deals aoe fire damage.
Firaga V - Deals major aoe fire damage.
Firaja II - Deals extreme aoe fire damage and gives targets burn effect.
Flare III - Deals extreme fire damage to a single target and lowers def and att of targets water element. Occ Plagues target.
Waterga IV - Deals aoe water damage.
Waterga V - Deals major water damage.
Waterja II - Deals extreme aoe water damage and gives targets drown effect.
Flood III - Deals extreme water damage to a single target and lowers def and att of targets lightning element. Occ poisons target.
Stonega IV - Deals aoe earth damage.
Stonega V - Deals major aoe earth damage.
Stoneja II - Deals extreme aoe earth damage and gives targets rasp effect.
Quake III - Deals extreme earth damage to a single target and lowers def and att of targets wind element. Occ petrifies target.
Aeroga IV - Deals aoe wind damage.
Aeroga V - Deals major aoe wind damage.
Aeroja II - Deals extreme aoe wind damage and gives targets choke effect.
Tornado III - Deals extreme wind damage to a single target and lowers def and att of targets ice element. Occ silences target.
Blizzaga IV - Deals aoe ice damage.
Blizzaga V - Deals major aoe ice damage.
Blizzaja II - Deals extreme aoe ice damage and gives targets frost effect.
Freeze III - Deals extreme ice damage to a single target and lowers def and att of targets fire element. Occ paralyzes target.
Thundaga IV - Deals aoe lightning damage.
Thundaga V - Deals major aoe lightning damage.
Thundaja II - Deals extreme aoe lightning damage and gives targets shock effect.
Burst III - Deals extreme lightning damage to a single target and lowers def and att of targets earth element. Occ stuns target.
Choke II - Same as choke, but more potent.
Frost II - Same as frost, but more potent.
Shock II - Same as shock, but more potent.
Rasp II - Same as rasp, but more potent.
Burn II - Same as burn, but more potent.
Drown II - Same as drown, but more potent.
Gravaga - Aoe gravity effect.
Blindaga - Aoe blind effect.
Stunaga - Aoe stun effect.
Breakaga - Aoe break effect.
Bindaga - Aoe bind effect.
(May not be workable due to Sch.)
Demi II - High chance of halving targets hp.
Helix II - Tier II of the helix spells.
Drain III - Drains major amount of HP from target.
Aspir III - Drains major amount of MP from target.
Thunder VI - Deals extreme lightning damage.
Blizzard VI - Deals extreme ice damage.
Aero VI - Deals extreme wind damage.
Stone VI - Deals extreme earth damage.
Water VI - Deals extreme water damage.
Fire VI - Deals extreme fire damage.
Shadow Flare - Deals darkness damage and lowers resist to light.
Shadow Flare II - Deals major darkness damage and lowers resist to light.
Shadow Flare III - Deals extreme darkness damage and lowers def and att of targets light element. Occ Dooms target.
En-Shadow - Deals major additional darkness damage.
Sleep III - Sleeps target.
Sleep IV - Sleeps target.
Sleepga III - Sleeps all targets in range.
Sleepga IV - Sleeps all targets in range.
Deep Freeze - Deals ice elemental damage and freezes target in place for a set duration.
Solar Flare - Deals fire elemental damage and gives target extreme burn effect.
Typhoon - Deals water elemental damage and gives targets extreme poison effect.
Superstorm - Deals lightning elemental damage and stuns targets for set duration.
Hurricane - Deals wind elemental damage and gives target extreme silence effect.
Megaquake - Deals earth elemental damage and gives target petrify effect for a set duration.
Pitch Black - Deals darkness elemental damage and sleeps target and gives bio effect for set duration.
Continued
Summons
Ixion - Deals lightning deals with 2hr.
Knights of the Round - Deal Physical damage x12.
Bahamut - GigaFlare.
Atomos - Sucks everything in.
Phoenix - Deals fire damage and gives all members in range Auto-Reraise.
Jumbo Cactuar - does 10,000 needles.
Magus Sisters - Deal physical damage.
Gilgamesh - Extreme damage that isn't any element or type.
Choco/Mog - Run enemies over and deal damage.
Bismarck - Deals water damage.
Ultima-Summon - Summons 3 random avatars during 2hr.
Songs
New tiers of other songs.
Tempest Light - Gives members in effect range certain amount of triple attack.
Strong Hold - Prevents certain status effect depending on skill level.
Divine Mumur - Gives members in area effect increase to divine skill. Depends on your wind/string/singing skill.
Massacre Elegy - Should get this already.
Rolls
Titans Roll - Increases triple attack effect.
Goddess's Roll - Gives members in area effect aura with random effects.
Lightning Roll - Increases resistance to lightning element.
Ice Roll - Increases resistance to ice element.
Fire Roll - Increases resistance to fire element.
Wind Roll - Increases resistance to wind element.
Earth Roll - Increases resistance to earth element.
Light Roll - Increases resistance to light element.
Dark Roll - Increases resistance to darkness element.
Water Roll - Increases resistance to water element.
Lag Roll - Generates a slow aura around targets.
Omega Roll - Add additional attack rounds.
Ultima Roll - Adds Quick Magic effect to targets in range.
Ninjistu
Ashura:Ichi - Gives target an additional attack round.
Tsukino_Kaji
03-18-2011, 03:12 PM
For BLM it's going to be meteor, it's always meteor.
Odintius
03-18-2011, 03:29 PM
Mana blaze you get hit converts the mob hp to mp >.>
Anneliese
03-18-2011, 09:36 PM
Yeah Momotarotaru's idea sounds interesting :] its like magic skillchains for blm's in a way~
Vraelia
03-18-2011, 10:03 PM
Wow....I love Dew's Spell list. XD
Gropitou
03-19-2011, 01:12 AM
Since BLM have the following:
warp: transport back to HP.
warp II: transport others to HP.
retrace: transport self/others to past home nation.
how about giving us: Repatriation (same as book effect): transport self/others to present home nation.
Tsukino_Kaji
03-19-2011, 05:39 AM
Since BLM have the following:
warp: transport back to HP.
warp II: transport others to HP.
retrace: transport self/others to past home nation.
how about giving us: Repatriation (same as book effect): transport self/others to present home nation.But if you look at the repatration animation, it's a white magic effect.
Lordthom
03-19-2011, 07:43 AM
Hell yes Gropitou. I agree wholeheartedly. About time RDM gets a transport spell. It would really help with storage by being able to get to home city easily for using accessing your storage.
Ordoric
03-19-2011, 07:50 AM
i think ultima would work nicely for blm it seems to be more potent than meteor and far more destructive. meteor would be cool to but that looks more like a true non elemental spell based on the 8 elements of this game btw carby can use a meteor based attack. that tells me its light based. Demi would be nice holy 2 would be sexy if it did dmg.
Tsukino_Kaji
03-19-2011, 07:52 AM
I still have to question, why are you suggesting other job's spells in the BLM forum?
Bejiita
03-19-2011, 09:11 AM
Seconded. Just list potential spells ideas for BLM. Nevermind that you want to give magic well beyond the capabilities of a jack of all trades, please post ideas for other jobs in the appropriate forum areas.
While I wish some class had access to Repatriation, it is indeed white magic, thus outside the realm of Blms (unless subbed for it).
Please Square Enix, no nonelemental magic, especially for Blm! Assign it an element or multiple ones if deemed necessary. Again, Flare was typically (and nonsensically) nonelemental before this game.
Kuwabaraone
03-22-2011, 01:22 PM
Talk about the spell.
I would like to see combo of spells... like Weapon skill chain but spell.
or make new spell when 2 or more mages cast same or different spell in the same time to same target.
Example
we can make ICE STORM when 1 mage cast Blizzard and 1 mage cast Aero
OR Electric Wave Thunder spell + Water spell.
OR Slow + Stone = Super Slow
OR Slow + Stonega = Slowga.
OR Sleep + Bio = Nightmare
OR Holy + aspir (drain sleep) = aspir (drain sleep) but light element.
OR make Super Light damage with Holy (Banish) + Thunder + Fire + Wind
same go with Super Dark damage with Blizzard + Stone + Water
Maybe I dream too much XD
So like with how Skillchains increase damage for magic, trying certain spell combinations induce higher tier Elemental Spells? Could they also trigger greater potentcy in WS followups too, essentially closing the loop? This could be interesting, but we'll definitely need to flesh this idea out. Possibly a different thread for it. Was also thinking that the spell "Mini" and "Imp" could also be in the BLM repitoire. "Demi" too, just to name a few. I just hope they don't nerf Meteor badly...or better that they give it the Cumulative Damage Boost effect. I'd DEFINITELY use it. >.<)b
KB1
Rambus
03-22-2011, 04:06 PM
BLM: Death(prolly cost like 600mp and 1 in 5 chance of working but worth it)/ Meteor/ Comet/ Bio III (was always used by BLM mobs but never given to BLM)
BLU: Maybe one of the added effect KO moves, or something like tribulation
SMN: Ixion/Bahamut and xtra skill up on smn skill(for those of us who dont use a bot to keep it capped)
WHM/PLD: Holy II and Dia III(was always used by whm mobs but never given to whm)
DRK: Death or Absorb Buff Spell
NIN: Jubaku: NI, and Maybe San: Debuffs
SCH: Id have to agree with tier II helix
RDM: Ultima, Amnesia, Stop, Gravity II
BRD: song to decrease enemy movement speed
Need to get rid of merit spells but why dia III for pld?
i would go far and say dia III should be used by rdm and whm and rdm could get dia IV though 99 merit.
75 merit spells are pointless now
Vraelia
03-22-2011, 09:48 PM
I still have to question, why are you suggesting other job's spells in the BLM forum?
Dew was suggesting Spells for all Jobs, Kaji. There isn't a All Mage category...so why not post that list here? Her/his list is more respectively organized if it was altogether. I like the organization of it.
But, I am indeed, confused by her/his color scheme. o.o
Kuwabaraone
04-24-2011, 10:36 AM
I am SERIOUSLY liking Dew's Spell List. That's what we need towards 99, but I doubt we'll get them all. I also like the added effects that they have too. If we can combine that with the "Magic-Chains" Momotarutaru thought up, we can see some impressive results. The DOWNSIDE is the testing and QA phase, as there are a LOT of combinations to try out. Some I don't see possible in XI though (Toad, Choco, Mog) due to them not being effective enough to use. As others won't make it due to those characters/names are already in use (Gilgamesh one of them, but would be nice to see Excalipoor for laughs). If Square Enix is reading this, skip over/up to Dew's List of Spells and see what you can come up with. I see all of them possible but only the Devs can make the final call.
KB1
Zackan
04-25-2011, 06:14 AM
I think that they should give blm's some spells equivalent too alexander and odin, basically give me some spells that i can only use when manafont is active.
Bubeeky
04-29-2011, 02:09 AM
whm should totally get ultima :)
Korpg
05-01-2011, 01:44 PM
LVL 92. Thunder V
LVL 93. Blizzaja
LVL 94. Stone VI
LVL 95. Water VI
LVL 96. Aero VI and Thundaja
LVL 97. Fire VI
LVL 98. Blizzard VI
LVL 99. Thunder VI and Meteor
Also, have the Tier 6 spells BLM exclusive. Meaning no SCH learning that. We don't need Death, we can kill unimportant stuff in the first nuke of a T6. Most of the time in a T5. And anything worth casting Death on will be 100% resistant to that spell anyway.
But go ahead and give SCHs their T2 helixes and weather effects. They need to be special from everyone else anyway.
Daniel_Hatcher
05-02-2011, 04:09 AM
LVL 92. Thunder V
LVL 93. Blizzaja
LVL 94. Stone VI
LVL 95. Water VI
LVL 96. Aero VI and Thundaja
LVL 97. Fire VI
LVL 98. Blizzard VI
LVL 99. Thunder VI and Meteor
Also, have the Tier 6 spells BLM exclusive. Meaning no SCH learning that. We don't need Death, we can kill unimportant stuff in the first nuke of a T6. Most of the time in a T5. And anything worth casting Death on will be 100% resistant to that spell anyway.
But go ahead and give SCHs their T2 helixes and weather effects. They need to be special from everyone else anyway.
Only issue with that is tier II weather would give them a straight 25% increase, 30% with the Twilight Cape. 40% with the cape and on the same day, there would be no need to give them tier 6 as they'd probably beat BLM with a tier 5, probably why they wont give SCH tier 2.
If you think about it.
40% weather, day and Twilight Cape
30% EA+2 hat and Ebullience
30% with the ToM staff
That's a straight 100% increase.
Manicora
06-11-2011, 02:29 AM
All new BLM spells should be power based on curren HP/MP % so the lower you are the stronger the spells will be :-)
Zerich
08-17-2011, 12:18 PM
SCH-Thunder4-aga
someone doesn't know/play SCH
user201108211515
08-18-2011, 11:04 PM
Ultima, Meteor, commet, demi, quartr, doom, death, xzone.. More spells that dont work.. stop, confusion... time mage related spellls...
As the OP stated blms shold just have a JA element sync that increases damage.
I wanna see Ultima for Black Mages. Been waiting years for that. Would be cool if they add it as a merit spell.
Limecat
08-26-2011, 05:32 AM
I want Toadga, so I can relive my FFT days wherein I cleared nearly every battle by turning everything into frogs, stealing everything from the frogs, and then killing all the frogs while they hit me for 1 damage.
Malacite
09-02-2011, 10:37 AM
rofl @ all the people wanting Ultima for RDM or SCH... just rofl.
Never gonna happen. If anyone's getting it (and I don't think we'll ever see it tbh) it's BLM.
Is it RDM's primary purpose to nuke things? SCH's?
No.
Ophannus
09-06-2011, 02:04 PM
Ultima would be a mob/boss spell if anything. It's non elemental and last i checked there's no Non Elemental Magic skill for BLMs.
Blueyes
09-06-2011, 05:38 PM
Well, we got the list for what's coming on the way up to 95. Comet is a single target spell. Looks like a total setup for AoE Meteor around the corner. Though, besides Thunderja, I'm not too sure what else to expect. /ponders
/goes off to the corner and hopes for Comet for Pup
Daniel_Hatcher
09-10-2011, 04:33 AM
rofl @ all the people wanting Ultima for RDM or SCH... just rofl.
Never gonna happen. If anyone's getting it (and I don't think we'll ever see it tbh) it's BLM.
Is it RDM's primary purpose to nuke things? SCH's?
No.
No job will get it, though if it were non-elemental it would go to SCH, no doubt about it.
BLM's are masters of elemental magic, not non-elemental magic.
Darkwizardzin
09-10-2011, 05:02 AM
No job will get it, though if it were non-elemental it would go to SCH, no doubt about it.
BLM's are masters of elemental magic, not non-elemental magic.
Well it doesn't matter anyway... like daniel here said no one will get it because it won't be added to the game: there is no spell in this game that isn't an element.
Mirage
09-10-2011, 06:09 AM
Doesn't mean there can't be a first :p
Veigar
10-01-2011, 01:46 PM
Ultima would probably be dark magic (yes, I realize it is typically non-elemental). Now, as sad as I am to say this, it will probably never be in the game. That said, IF any job were to get it, it'd have to be BLM.
Daniel_Hatcher
10-14-2011, 11:52 PM
Ultima would probably be dark magic (yes, I realize it is typically non-elemental). Now, as sad as I am to say this, it will probably never be in the game. That said, IF any job were to get it, it'd have to be BLM.
If it had an element Yes, if not then it would go to SCH. Ignoring previous FF games, Non-elemental would go to SCH before the masters of elemental BLM.
Babekeke
10-16-2011, 07:56 AM
Bio was non-elemental in at least 1 previous FF game (must have been 9 or 12 I suppose. Only ones I finished)
I just wanted to add in here my support that I would like BLM to get Meteor by level 99.
Edit: oh and Thundaja. Definately Thundaja.
Now I can feel like SE listened to me when it's implemented, and they can pretend that they listened to us.
Seiowan
10-22-2011, 08:26 PM
As long as they make the new scrolls obtainable by normal people, that'd be a major plus. Countless HoE runs and I've yet to see a single scroll. Small wonder they're each selling for many millions each. You'd think at least Thunder V would be more obtainable.
As for spells, I think one of them is an obvious inclusion. Thundaja. As for spells I'd like to see, probably Meteor and Ultima. Yeah, yeah... we'll probably never see an Ultima spell in the game but having been in many prior FF games, it would be a shame for it to never see the light of day in Vana'diel. Besides, a truly non-elemental magic attack would have a vast number of applications.
Also, does anyone else find it odd that we leap straight from Stonega III to Stoneja? Whatever happened to Stonega IV as used by countless enemies across Vana'diel? Same applies to Waterga IV etc. We seem to have skipped over a few and jumped right in at the end.
Zarchery
10-22-2011, 09:28 PM
Well for me a game must be fun, and i dont see the fun to kill 250 same mob.. its like a Wow bashing... of course you need more than 1 trial staff.. if ut was online one yes np but for all element...
I'm almost finished with my 9th and final line of staff trials. I have Agni's Staff +3 (Fire), Varuna's Staff +3 (Ice), Vayu's Staff +3 (Wind), Kubera's Staff +3 (Earth), Indra's Staff +3 (Thunder), Soma's Staff +3 (Water), Surya's Staff +3 (Cure Potency for WHM) and Shareeravadi +3 (Magic Accuracy). Right now I've got to kill 250 Leeches for Yama's Staff (Darkness), then scrounge up 55 shadow geodes, and I'm all done.
I actually agree that it can be kinda boring and it has taken me several months to get them all done (though one line took maybe 10 days total). Agni's Staff and Kubera's Staff were particularly difficult because there are no evil weapons anywhere in Abyssea (for Agni's Staff) and the magic pots in Abyssea (for Kubera's Staff) were far too strong and resistant to nukes for me to solo. Still, I really liked it. I think because it is something you can solo, and you can start and stop at will, and I've always been the kind of guy who liked a simple but repetitive task you can really sink your time in to.
Daniel_Hatcher
10-23-2011, 04:48 AM
As long as they make the new scrolls obtainable by normal people, that'd be a major plus. Countless HoE runs and I've yet to see a single scroll. Small wonder they're each selling for many millions each. You'd think at least Thunder V would be more obtainable.
As for spells, I think one of them is an obvious inclusion. Thundaja. As for spells I'd like to see, probably Meteor and Ultima. Yeah, yeah... we'll probably never see an Ultima spell in the game but having been in many prior FF games, it would be a shame for it to never see the light of day in Vana'diel. Besides, a truly non-elemental magic attack would have a vast number of applications.
Also, does anyone else find it odd that we leap straight from Stonega III to Stoneja? Whatever happened to Stonega IV as used by countless enemies across Vana'diel? Same applies to Waterga IV etc. We seem to have skipped over a few and jumped right in at the end.
They blocked them because they're too powerful when NM's use them and cast to quick.