View Full Version : New Blu Spells?
Tennotsukai
08-25-2012, 06:40 AM
With the upcoming expansion pack coming soon, is there a chance that there will be new spells like we saw in past expansions? It would be a great way to make some people happy.
Zadimortis
08-25-2012, 03:23 PM
There would appear to be a bunch of new monster families in Adoulin, so I don't see why not.
(This thread is going to turn into a BLU Spell Wishlist, I trust you realize.)
Babekeke
08-27-2012, 09:31 PM
(This thread is going to turn into a BLU Spell Wishlist, I trust you realize.)
Most likely.
So, what is BLU missing right now?
Any particular buffs/enfeebles?
Perhaps a decent physical spell that is missing from a Skillchain element slot to use for better SCs?
Or a particular element missing a good magical spell to MB with?
Ophannus
08-28-2012, 05:54 AM
Phalanx would be sweet.
We still have no AoE Dark, AoE Light or AoE Earth spells(No Tier4/5 equivalent) best we have for those elements for aoe is like Blood Saber/Sandspin and Radiant Breath lol...
A spell that deals damage and converts it into MP(MP version of Bloodrake) would be an amazingly useful spell for an Unbridled Learning spell or something. Also wouldn't mind a self-buff potent enspell BLU spell. We swing so fast, it's lame to not see an additional effect not present on our hits. DRK has Endark, PLD has Enlight and RDM has the other Enspells...how about a BLU enspell thats either random or dependant on day.
Tennotsukai
08-28-2012, 07:40 AM
Those are some awesome ideas from Ophannus. I would really like to see TP Drainkiss or something equivalent, of course. I really would like to see some better buff spells like magic defense, phalanx, or even a subtle blow type spell. An enspell would be sweet, or a spell like RDM's temper but for BLU's (We might as well get it.) Debuffs such as magic attack down would be well received. I always thought some of our physical spells with debuffs would be interesting with unique debuffs like delta thrust's debuff. A spell that did on-hit Flash or Bio/Dia would be awesome. Lastly, I would really like to +1 that idea Ophannus had on an MP version of Bloodrake. Very good idea!
Metaking
08-28-2012, 09:41 AM
well temper gives multi strikes i think the drink in abysea gives flurry so we could probably gain flurry as a spell effect and not piss off rdms >.>;
edit
nm flurry is a haste effect my bad
Dohati
08-28-2012, 02:05 PM
a decent dmg spell would be nice. i haven't really seen any significant improvments in a single spell's damage since 75. all the new ones barely surpass disseverment if at all. damage per mp has gotten way better with delta thrust and heavy strike, but it would be nice to just have at least 1 spell that can get close to the dmg dealt by a single CDC.
Metaking
08-28-2012, 07:06 PM
i don't know 3-4k amorphic on average def stuff isn't bad tho that's generally closing a sc's numbers, really if i would like to see anything it would be a fix to the numerous mid level nukes we have, tho been trying to think how on some of them before making a big post, but some of the idea would be like changing flying hip press and heactomb wave into agi and int mod nukes instead of (oddly) breath type moves blance them both to be roughly 3.5 tier nukes(yea i know blu nukes really don't work like blms tired nukes, but meh)
Tennotsukai
08-29-2012, 03:02 AM
Another AoE nuke stronger than CW would be interesting.
Prothscar
08-29-2012, 04:17 AM
New spell to close light, a more efficient paralyze, and a decent evasion boost would be nice.
Tennotsukai
08-29-2012, 08:37 AM
Yeah, hopefully an evasion boost with a decent duration too, yes.
Slvr_Stryker
08-29-2012, 09:06 AM
I 'unno, I think the single most interesting spell BLUs could get would very likely be something that gives us Protect and Shell effects. Since it's very clear that BLUs aren't actually going to give us Mighty Guard based on who actually uses it, give us a similarly-named version, Big Guard, that casts both Protect IV and Shell IV on us. It'd certainly give us a little more soloing options, especially in the case of magic-happy mobs.
Tennotsukai
08-29-2012, 11:39 AM
True..BLU magic defense is slightly lack. If only Saline Coat had a longer duration....
Zadimortis
08-30-2012, 08:10 AM
I would kill for the ability to set a limited Wide Scan trait with spells.
As far as spells go, I second the motions for a better Evasion booster and Magic Defense booster, as well as Earth/Light/Dark AoE damaging spells. How about a way to get rid of non-magic status ailments? We have two ways to get rid of magic statuses, but no way to deal with the run-of-the-mill Poison.
Ophannus
08-30-2012, 12:05 PM
-Subzero Smash is a more efficient albeit weaker paralyze than Mindblast(potent but MP intensive)
-I believe Gates of Hades is a stronger AoE than CW when geared properly for it but meh, CW can already do 6-7k+ in abyssea.
-Don't need an eva spell really as you can cap haste and still melee in like +70ish evasion(and like +65AGI)
a decent dmg spell would be nice. i haven't really seen any significant improvements in a single spell's damage since 75.
What? Disseverment barely broke 1k on exp mobs, heavy strike does 1200+, QC does up to 2-3k and Amorphic does 2-2.5k.
How about an Unbridled Learning spell that gives a Triple Attack Multi Strikes for 1minute. Like a more potent but shorter duration temper. That seems to fit the theme of BLU, we get many spells RDM gets but stronger with poorer duration and higher MP cost/recast. It's powerful but gotta remember we have to choose the best UL spell to match the situation, so need to decide if 33% defense down is better than +X% Triple Attack.(They're fixing Tourbillion/Bilge after next update btw).
We most probably will never get Protect and Shell due to the fact that those spells last for 30minutes and BLUs would simply set those spells and cast them for the effect and then switch them out. BLU's style and theme have never been long duration buffs(animated wail is the sole exception). Most of our buffs last 60-120 seconds but in exchange for short duration their effects are unique(Memento Mori, Triumphant Roar) and potent(Saline Coat, Cocoon). Since we have Cocoon which can basically give you 150-300 defense depending on your current defense we'll probably never get a long lasting protect/shell, it would be unbalanced. BLU buffs are meant for frontline combat i.e short duration and potent unlike magey buffs like Protect/Shell which give moderate but long lasting effects.
I also wouldn't mind a higher level Battery Charge or some other means to recover MP faster although SE might have built BLU to be moderators of their own MP to balance the job's damage and make Tizona more appealing. I would give up any limb if they fixed Expacion to make it like Mystic Boon/Spirit Taker where damage is converted to MP. It would give that crappy WS some damned purpose.
Metaking
08-30-2012, 06:38 PM
well carbuncle has that move that works like shell and pro (its a single buff iirc) and has kinda bad duration, we could just jack that, and it would still stack with whm/rdm/sch/plds, pro and shell. wish se would fix most of are buffs around a 5min duration, and drop diffusion's timer to 5 mins >.>/
Mathieu
08-30-2012, 07:24 PM
Summoners have numerous blood pacts that are party wide versions of spells from other classes. The fact Summoners get anything has no bearing on Blue Mage, especially when it is something they consistently have among all their avatars, while Blue Mage does not.
Also, how is giving Blue Mage an extra defense boosting spell that stacks with Protect less overpowered? Getting Protect isn't difficult in a lot of areas, even without one of the four classes that can cast it nearby. That would just make Cocoon even more ridiculous. It doesn't matter if it doesn't if it gives as much as Protect or not, it would still increase your defense over what it already is and then allow you to further buff it with a percentage increase.
Prothscar
08-30-2012, 07:43 PM
-Subzero Smash is a more efficient albeit weaker paralyze than Mindblast(potent but MP intensive)
10% paralysis rate isn't even worth the MP.
-I believe Gates of Hades is a stronger AoE than CW when geared properly for it but meh
No
-Don't need an eva spell really as you can cap haste and still melee in like +70ish evasion(and like +65AGI)
Observe the merits of having higher evasion in a full DD set.
I also wouldn't mind a higher level Battery Charge or some other means to recover MP faster
Would be nice, but is unlikely. Battery Charge scaling by skill level, adding 1mp/tic at 400 and 475 skill or something of the like, would be nice.
Metaking
08-31-2012, 06:55 AM
Summoners have numerous blood pacts that are party wide versions of spells from other classes. The fact Summoners get anything has no bearing on Blue Mage, especially when it is something they consistently have among all their avatars, while Blue Mage does not.
Also, how is giving Blue Mage an extra defense boosting spell that stacks with Protect less overpowered? Getting Protect isn't difficult in a lot of areas, even without one of the four classes that can cast it nearby. That would just make Cocoon even more ridiculous. It doesn't matter if it doesn't if it gives as much as Protect or not, it would still increase your defense over what it already is and then allow you to further buff it with a percentage increase.
in truth would have wanted it more for the shell also pointed it out sense the effect is one generic effect that acts like both protect and shell, and blu generaly gets generic effects aka def and attack down instead of named effects like dia or bio. FYI seeing as it(big guard) is a classic blu spell the mp cost would be way out of proportion, and if its based on that move(Shining Ruby) its duration would be probably 3-5mins max, tho hopefully they would base its tier on blu skill >.>/
Nawesemo
08-31-2012, 08:06 AM
>:) more spells to clog spell slots is fine by me just so long as they be as worthless as most blu claim their spells be. With all my blm little taru heart I support this message. Muhahahahaha. <.< thats a troll attempt.
Tennotsukai
09-01-2012, 05:14 AM
Yes, no more bad spells. Did feather barrier change in the test server?
Draylo
09-01-2012, 04:23 PM
I've always wanted Mighty Guard..
Tennotsukai
09-04-2012, 11:01 AM
Would really like a buff or debuff spell that's unique and would allow BLU's to be of more use in events such as legion. Mighty Guard could be that spell, but I would prefer it not be UL that way we can still use Tourbillion.
Scuro
09-05-2012, 07:38 PM
I just want a spell that gives BLU Reflect, and an Unbridled Learning SPell that is actually worth a damn and not just a flashy light show.
Metaking
09-05-2012, 10:15 PM
well if they fix turbillion thats alot of bang for a blus buck(-30% def) but for are new 2hour we need somthing worth spaming, bloodrake is too weak, bilestorm is for its effects not dmg thunderbolt and gates eat up to much time casting so there out too terror..... yea dont need to even say it. Maby if they added something like grandtrain make it cast at like melee spell speed and do something like[wsc =(blueskill x2.5)]x matt bonus ignores mdef and mdt, resist against targets lowest ele def does none elemental dmg. A spell like this wouldt be bad to spam on hard targets and should do general the same dmg to anything which if its cast and recast are low would be awesome for are new 2hour also with such a crazy high Wsc the one you use with burst affinty is going to hit like a fully loaded 100 car train... take that back going to hit like a coal train wooooo(yea was playing gears of war with a buddy last night) ^.^/
Tennotsukai
09-09-2012, 08:35 AM
I agree with you Metaking. The new 2 HR might be worthless unless we actually had some decent UL spells to spam. I wouldn't mind seeing a pure DD spell like Spike Flail or what you were saying as a UL spell, but I believe the new 2 hour shouldn't be a DD 2hr as much as it should be a survival 2 Hour. I would like to see some better buffs and more debuffs in the new expansion. Hopefully, the devs are looking at this section and not neglecting BLUs in the upcoming expansion. A long lasting flash, a very potent magic attack down, or something with a very strong and unique debuff to keep BLU handy in some situations. What we have right now does not give us much option but to use tourbillion a second time or so and a couple other spells that are hardly worth using.
Metaking
09-09-2012, 12:49 PM
well generally blu gets generic debuffs and when we get named debuffs there generally fixed potency lower than what a rdm or whm can stick same duration but generally easier to land and resist only effect duration not potency, only exception to this is are blind which has far greater potency than most sources of blind (not 100% but i think rdm can make there blind 2 better than drapes blind, potency and duration)
there are a few generic debuffs blu doesn't have yet that i would like to see Mevasion down, Matt down, macc down, would also like to see a better source of attack down, or have demoralizing roars duration greatly extended
Tennotsukai
09-10-2012, 07:25 AM
A better attack up spell would be nice. Triumphant's duration is lack.
Ophannus
09-10-2012, 11:51 AM
BLU 2hr has potential. I doubt these are the only HNM spells we'll ever get, could be potentially new ones in the future but as of right now half of them are physical aoe with stat down
Metaking
09-10-2012, 01:12 PM
potential yes, but as is, no the spells have a decent to poor dmg to mp ratio and the enfeebles on turbillion (which has broken macc on it atm) and bilestorm have rather short durations without chain affinity and like 300% tp not to mention that bilestorm and turb both give def down(with bile also giveing a nice attack down25%, and a very meh -10 evasion at the cost of like half of the duration turb gets), really only leaving bloodrake(blus ghetto blood wepon) as a spell worth spamming tho its dmg is kinda lacking compared to say heavy strike or benthic typhoon even....... might be becaus im a taru on the benthic one tho.
Slvr_Stryker
09-11-2012, 02:48 AM
In the concept of BLU's second 2hr, while it is nice, I think a lot of us want to see some of the spells in that list fixed up so that they're all working properly...although, yes, a good damage move would be nice to have in that lineup (was I the only one disappointed at us not getting Spike Flail?).
Back on the concept of Pro/Shell effects for BLU...I wouldn't really see why we couldn't have a spell that gives us that. True, it would have to cost us either more MP or have less time with it up, but I don't see any harm in having, say, a 10-15 minute spell duration on having both Protect IV and Shell IV, costing...say, 130 MP to use. The strength is equal so that, if you're soloing, you'll have defenses up and running, allowing for easier solos, while allowing you to not even bother looking at it if there's a WHM or SCH able to throw a Pro/Shell V on you instead. It would also allow an even easier time with being a BLU healer when there's no other mages around; Diffusion the spell to your party, and you're set to go.
Tennotsukai
09-11-2012, 11:14 AM
From what I've heard, they have fixed the spells in the test server so the next update should include the fix. I'm really all in on having a shell IV or V, but I honestly do not care about protect since we get protect III with rdm subbed. Though, a similar long term defensive buff that stacks with protect would be interesting. I really would like to have a more supportive role in parties. A good spell to diffuse would be pretty nice if diffusion had a lower recast. Of course, Animating Wail would be really hard to beat.
Cabalabob
09-12-2012, 10:07 PM
They should add evil chocobos that have a movement speed attack that try to run away from you (like that qiquirn thing in Nyzul that drops bombs) so we could learn a movement speed spell.
Metaking
09-14-2012, 03:21 AM
yes, but then imagine what the chocobo nm is packing as tp moves
Peck 7 hit ignores % of def
Panic/Chocobuckle: gains 25% extra movment speed flips enmity for duration (aka would start going after who has lowest)
WARK! : vanishes for 2 seconds and gets a free Sneak attack on random target in 10' range
wark. : Digs in the groud and gains a random food effect copy of someone on emnity list in 10' range
and for the granddaddy of them all the ever rape move
Chocho meteor: single target wtf dmg magical tp move
Ophannus
09-15-2012, 02:48 AM
Wouldn't mind a "Phase" spell which warps you to your home point or something. The animation would resemble how BLU NPCs in cutscenes fade away to teleport. (This should have been BLU's jobemote or it should have been that stance that BLU NPCs do when they stand straight with their arms behind their back!)
Tennotsukai
09-15-2012, 04:13 AM
these spells sound slightly difficult to learn
Prothscar
09-15-2012, 11:57 AM
Specific spells I'd like to see:
-Blaster or Hex Eye
-Mirage or Sigh
-Berserk or Rage
-Razor Fang (cheap Piercing spell, analog to heavy strike/delta thrust)
Unbridled Learning:
-Cackle
-Spike Flail
-Magma Hoplon (if potent)
-Earth Breath (HP*2, ignores resistances/damage reductions)
-Fluorescence (Decent attack boost for 2~3 minutes)
-Citadel Buster
-Colossal Blow
-Discoid or Homing Missile
-Vorpal Wheel
-Arcane Stomp
-Calcifying Deluge
Tennotsukai
09-20-2012, 10:54 AM
A good spell list! Hopefully, we can get more specific spell lists in hopes someone from SE looks at this and likes what they see. I'll try making a specific spell list as well if I ever get the time.
Metaking
09-20-2012, 05:52 PM
heh farming citadel buster would be interesting none the less, be fun to have a high dmg light spell.
fluorescence would be interesting tho how would it play with fantiod seance there both boost
and its been some time seance i fought the trol but isnt archain stomp a absorbs magic dmg as hp move?
Babekeke
09-21-2012, 06:04 AM
heh farming citadel buster would be interesting none the less, be fun to have a high dmg light spell.
fluorescence would be interesting tho how would it play with fantiod seance there both boost
and its been some time seance i fought the trol but isnt archain stomp a absorbs magic dmg as hp move?
I really don't mean to be cruel, though it will undoubtedly come across that way, but...
How do you manage to spell 'Fluorescence' correctly, yet all of the bolded words are spelled incorrectly?
Daniel_Hatcher
09-21-2012, 07:48 AM
I've always wanted Mighty Guard..
Would be a good spell for Protect & Shell.
Metaking
09-21-2012, 11:49 AM
I really don't mean to be cruel, though it will undoubtedly come across that way, but...
How do you manage to spell 'Fluorescence' correctly, yet all of the bolded words are spelled incorrectly?
Mostly typing at 4 am in the morning while near the end of a 16 hour shift and not filling like proof reading what I am typing really should see half the repair reports i have to type up before spell check >.>; throw in i knew Choctaw before English, and yea my spells just sucks ^.^/
tho you shouldn't nitpick over spelling to much as long as the idea is passed on the written word has served its purpose
Scuro
09-22-2012, 01:36 PM
If you want a Protect and Shell spell, it needs to be Crystalline Cocoon, and I still don't understand why this spell hasn't been implemented, we still could potentially get a spell from Aerns since we only have one, disseverment, and that was forever ago. Come on SE, bring back more reason to go to Sea other than Vapor Spray!
Also what would be f*cking amazing on a note with the Aerns, is if later on they came up with a spell combination that gave BLU Auto-Reraise, that would be just down right epic, doubt it would ever happen, but hell a Galka could dream, even if it were only RR1, I'm cool with that lol.
Metaking
09-22-2012, 06:42 PM
heh well it would give new meaning to being called immortals >.>/
Tennotsukai
09-24-2012, 05:48 AM
would be interesting. also, wouldn't mind seeing another range spell like cannonball.
Darkdragongers
09-24-2012, 07:35 AM
I think you mentioned pro/shell this one http://wiki.ffxiclopedia.org/wiki/Heavy_Armature from only Gyroscopic Gear NM
Tennotsukai
09-29-2012, 03:59 AM
Hoping to hear some good news from the dev's on whether or not there will be new spells that come to the new expansion. Any day now....
Godofgods
10-01-2012, 11:52 PM
There would appear to be a bunch of new monster families in Adoulin, so I don't see why not.
(This thread is going to turn into a BLU Spell Wishlist, I trust you realize.)
Heres my wishlist: NONE
got enough spells to learn as it is... lol
Ophannus
10-02-2012, 03:13 AM
BLU specializes in short duration but potent buffs. We'll never get a 30min prot/shell because it'd encourage us to set those spells, cast them, then remove them for other spells; i.e, not BLU's style. As compensation, they gave us ridiculously powerful defense boost and MDB boost spells i.e Cocoon, Harden Shell, Saline Coat, Magic Barrier. These spells last shorter than their white magic counter parts but they are MUCH MUCH stronger. Since BLU is a combat mage intended for front line fights, we'll probably never get a long duration buff like prot/shell. Also Crystalline Cocoon lasts for 5minutes when I Osmosis'd it.
Rambus
10-02-2012, 08:08 AM
A nice fragmentation element spell so when I use Al I can double light for nice damage for once.
Emp ws being stuck to darkness scs is getting lame -.- since the ws can't double sc on that.
I also do not get the lack if mighty guard, that is like the classic Blu spell lol.
Maybe it can go along with the fad and by only used during 2 hr and be close to perfect defense.
Tennotsukai
10-02-2012, 10:37 AM
could make mighty guard slightly like perfect defense but not as strong as an UL.
always never liked saline coat. why couldn't they make the spell stay the same throughout? I don't think 3-5 minute spells would be an issue but I completely understand not having a 30 minute duration. a 5 min duration shell spell would be very nice to have against nuking mobs.
Rambus
10-02-2012, 03:18 PM
Yeah you are right, protect and shell last too long. It should be like other buffs and only last 3-5 minutes. Hey I remember FFIX being like that.
I am not sure what you mean by not as strong as UL. I did mean what you said, like perfect defense but weaker since SMN and BLU are not a like and they plan on nerfing that anyway?
I would like to see some sort of ja or magic spell that removed cool down blu magic spell reset timer >.>
Give Blu access to all their spells without penalty. You can still keep the active spell list with the blu points just remove the timer.
Tennotsukai
10-03-2012, 05:00 AM
a new ja would be nice, indeed.
SpankWustler
10-06-2012, 04:40 PM
I'd like a super-duper version of Heavy Strike with a "big spell" MP cost to use with Unbridled Learning. Something like:
Calamitous Crotch Crunch
75% STR
4.5 fTP at 100 TP
-10~20 Accuracy
Forced Critical Hit
I'm probably going to get a bunch of weird buffs with long casting times and short durations and a lot of spells that are slightly different to spells I already have, some slightly better and some slightly worse.
Also, one or two awesome spells I didn't even know I wanted that will make me too happy to complain about all those wretched spells that came along with them.
Tennotsukai
10-07-2012, 11:17 AM
Tyrant Tusk would be an interesting Bio DoT spell if we could get that one.
Stygian Sphere with a good cure V power + Stoneskin of the amount healed, though this might ruin Drakesbane.
Call to the moon causing intimidation would be all right for when we tank.
Roar for a cheap paralyze
Disorienting Waul for an amnesia UL spell
Grim Glower or Oppressive Gaze would be sweet...make our eyes glow and if the enemy is facing us they have a chance of getting petrified
Promyvion Barrier would have the drks get jealous with another job that can use dread spikes
Chaos Breath is something we don't have yet, a dark elemental breath spell...perhaps one that is useful?
Ink cloud would be cool to use to boost evasion and also blind
Proboscis for our damage to MP spell.
Spike Flail could be our ultimate DD UL spell
Ballistic Kick for extreme knockback + encumberance
Lithic Ray for Dia DoT and petrification
Sharp Strike maybe dumbed down a bit to 25 or 30% attack boost for 3 minutes would be nice
Scintillant Lance for extreme ranged light dmg
TP Drainkiss: need a say more?
Those are just many spells I thought would be nice as UL or normal spells. I still would like to see an enspell of sometype just for us blu's. Maybe it deals magical dmg? Would be cool. Anymore ideas?
Metaking
10-08-2012, 02:52 PM
tyrant tusk could easily be a dissenverment 2.0 tho i would hope the bio would more lean tword the attack down side than dot side, tho i think were still more likely to get dark wave, if we ever get a bio
Stygian would be awesome, but on a 5min timer no one would use it, maby as a normal spell with a big recast
roar would depend on potency as is subzero smash is a pritty cheap par
i would say glower and gaze not happening, but with geos auras coming i just don't know
promyvion barrier would probably come with some catch for us if we got it , i mean a blu unlike a drk, can take a hit like a manly man already with that we would be able to take them like a chuck Norris
chaos breath would probably be a normal spell but se needs to fix breaths before i even would care >.>
ink cloud im not sure we need another blind, we alrady have the strongest blind out the box(rdm with alot of work and gear can get a better one tho)
Proboscis [Metaking Royal Seal of Approval]
spike-flail if se dint nurf it would be awesome
ballistic kick is a poor choice from giants encumbrance doesn't do anything to mobs, maby Seismic impact(slow terror and resets your hate) o my personal choice Scapula Beam aoe dmg(not sure its known what type, but could be light) and it drops stats by a decent amount, would easily be worth of a UL spell
lithic would probably be a no go because it would give us a dia probably 2.5 class (somewhere between 10 and 15% def down) and with the fact we already have a -33% def down move(never lands tho), yea...
sharpstrike i would love at 3mins tho im pretty sure it would be caped at 25% or the wars would bitch tho i would like se if they did give us this, to give it its own icon maby one like the boost spells the whms and rdms get so we could still use attack potions with it
scintillant lance yea i wanna stick a flash light of death up someones <BEEP> it would be a fun spell tho god.... learning it.....
tp drainkiss like dark wave in dats already as normal spells
Tennotsukai
10-10-2012, 03:55 AM
Would love to have a Dot to stack on disseverment.
I figured ballistic kick would weigh the enemy down plus give extreme knockbac likea cannonball with a bit of gravity and knockback...good for kiting.
Wasn't thinking on lithic... but it would be nice to have a non UL dia spell
Tennotsukai
10-17-2012, 06:21 AM
Honestly, I wouldn't mind having a sleepga type spell as an UL option.
Metaking
10-20-2012, 05:19 PM
what i wouldt mind seeing for ul is
Kurnugi Collapse: AoE damage, Accuracy Down, Magic Accuracy Down (dosnt hurt all there tp moves look like there casting blu magic
Extreme Purgation Absorbs all status effects. (probly make ares single target tho
Atropine Spore earth dmg additional effect: sleep, paralyze, and silence
Deep Sea Dash Ranged Damage
Yaksha: Bliss Physical damage with additional effect Attack Down and Magic Attack Down.
Death Trap Inflicts Stun + Poison + removes Enmity. are version would probly only be like a 50-75% drop
Dark Star Deals Element: Dark damage and inflicts Defense Down and Magic Defense Down. (yea i know we have other def and mdef down, but its worth it for badass factor alone)
Nuclear Waste Reduces all elemental resistances by 50 (maby a normal spell on this one)
Chemical Bomb
Deals physical damage + Slow (Status) + Elegy. (pretty sure brds wouldn't let us have this)
OniHavoc
10-24-2012, 05:47 AM
Need a new spell like cannonball that doesn't use bluemagic skill as its atk.
Tennotsukai
10-26-2012, 12:09 AM
that would be awesome. another crit spell would be very welcomed. also, thought about and I would love to have a new 1 point spell. something useful like how regurgitation is.
Metaking
10-26-2012, 10:29 AM
i wouldt also mind seeing a new Regen or maby let the one we have scale with skill something like hp per tic = to 1/20th skill(aka 25 oer tic at 500 skill) >.>/ i mean its not like we can normally cast it on others and would still have it at the high end you can get regen 2 up to would also ask to increase it to 5mins like are haste and refresh
Tennotsukai
10-30-2012, 10:31 AM
Glad to find out there will be more blu spells in the future after all.
I actually wouldn't mind a very potent regen spell. Maybe a regen 3.5? Maybe add on another buff with it like refresh 4/tic or regain 1/tic.
There are so many ways SE can go with these new spells. I hope they look at this page for some ideas.
Babekeke
10-30-2012, 04:15 PM
Glad to find out there will be more blu spells in the future after all.
Found out from where?
Tennotsukai
10-31-2012, 01:03 AM
the latest Dev thread on the new special abilities. they talk about blu's new special and newer spells.
Babekeke
10-31-2012, 02:57 AM
For some reason that didn't show up on dev tracker this morning... ><
Areayea
11-16-2012, 07:06 AM
FLEEEEEEEEEEEEEEEE :D
I always wanted blue to have its own unique reraise spell. Not raise, just reraise.
also their own sneak/inviz type.. not that it makes you invisible, but that mobs wont' aggro you because you seem like one of their own.
Tennotsukai
12-12-2012, 11:00 PM
RR would be sooo difficult to get I would imagine. Maybe, a job trait?
Tennotsukai
02-27-2013, 01:10 PM
I wonder with these new spells, if we'll receive new job traits. I'm hoping for some better combo spells for double attack or dual wield... some other spells to equip that are not mortal ray.
Viale
04-24-2013, 12:08 AM
Alright, here's my wall of text. I haven't done a lot of audolin but hey I'll say what i need to say.
Personally I think we should have spells from every mob family so we're missing some. I'll go through them.
Orobon
Seaspray
That slow is nice, plus it could do water breath damage (which we haven't seen in a while sans Vaporspray)
Pixie (Ya i know we don't need to be going around killing them.)
Summer Breeze
But I have always said this. We need a Regain ability and this one is probably the best for this.
Twitherym
Slice n' Dice
I feel like if we're getting one from these guys it's unavoidable, in most cases i am ok with this... It's got a cool name, and that's like 35% of my love for BLU.
Sandworms
I don't know but i'd guess it for a UL spell. Maybe High damage or something as mentioned earleir.
Harpeia
Rending Talons
Here's your Physical UL spell for Spamming Purposes, or maybe just another spell. idk.
Pteraketos
Waterspout
Why? Cuz why not. Another clear UL or, it would cost alot.
Cats
Deathly Diminuendo
BLM isn't the only one who should have Curse.... :P
Iron Giants
Either Seismic Impact, Turbine Cyclone, or Arm Cannon.
Need that AOE terror, :D But the others are cool too.
Chariots
Homing Missile
It's a given imo.
Spheriods
Reactive Shield
I want some Shock Spikes.
Vlekk
Vlekken Pygmachi
Damage? Anyone? Damage? Also Dispel.
Monoceros
Damsel Memeto
A UL heal would be nice as a back up, prolly heal more though.
Gears
Heavy Armature, or Rail Cannon.
First one might be to strong... But i like.
So that's all i see.
We should have a spell set that activates for Auto-Refresh II, IMO.
I agree with the Wide Scan thing mentioned before, its useful.
More Store TP Sets. Getting level 1 of all this stuff really makes it lack luster in most cases but hey who cares.
Auto Regen II
Maybe have a Settable 1 pertick regain... isn't there gear for that? Idk. (I mean Hannibal's sword would be a good regain item.)
Tennotsukai
04-24-2013, 06:18 AM
Awesome list
Tennotsukai
04-24-2013, 09:42 AM
Just got hit by Crepuscular Grasp and thought that would be a nice spell to have. Bind (w/e), potent bio, and potent paralyze + some damage.
Kafrein
05-07-2013, 08:33 PM
Having a spell from every monster family would certainly be satisfying and nice, but I don't know if Square would ever invest that much time into it, as there are a lot of monster families that we don't learn anything from and it would take a while to test and make sure each spell is balanced, etcetera.
But in theory, more spells can never hurt because of our spell setting limit. So, more the merrier.
I am definitely expecting at least a few spells from Adoulin, though, and it would be nice to see some more classic spells show up. Having Mighty Guard as some kind of merit blue magic spell would certainly be interesting.
I haven't seen much of the new monsters abilities, but Nature's Meditation would be neat if it granted Regain. Velkkan Pygmachi looks awesome too, possibly a bit too good... I think if we did get it, the dispel effect would be nerfed somewhat.
I bet we'll get some new Unbridled Learning spells from the new HNMs, too.
Camate
05-17-2013, 02:55 AM
Greetings Immortals,
In terms of blue magic, the development team is currently preparing brand-new blue magic spells and they are schedule to be implemented two version updates down the line.
Before that though, in the next version update, we will be addressing the damage values of physical blue magic spells.
Prepare yourselves, Immortals! :)
Elexia
05-17-2013, 03:38 AM
Hopefully it's an adjustment up xD. Any word on chopping down VW blue mage procts? So Blus can do more than load up on elemental spells and subbing PLD? D:
HimuraKenshyn
05-17-2013, 03:41 AM
Also with the updates can we see a fix to the broken added effects. Thanks kbye
Tickmeoff
05-17-2013, 04:15 AM
Hopefully it's an adjustment up xD. Any word on chopping down VW blue mage procts? So Blus can do more than load up on elemental spells and subbing PLD? D:
I agree that they need to cut down the amount of proc spells and/or the spell reset timer, but if you're being a gimp and subbing PLD that's your own problem. I sub WAR, set DD traits, eat meat and go all out in VW regardless of the shitty proc system.
Tennotsukai
05-17-2013, 06:50 AM
Probably one of the best responses ever. Thanks, Camate. Hopefully, those broke added effects are fixed as well.
Zirael
05-17-2013, 07:19 AM
Greetings Immortals,
In terms of blue magic, the development team is currently preparing brand-new blue magic spells and they are schedule to be implemented two version updates down the line.
Before that though, in the next version update, we will be addressing the damage values of physical blue magic spells.
Prepare yourselves, Immortals! :)
When will the Macc of spell additional effects be fixed?
doctorugh
05-17-2013, 10:09 AM
Yes....please fix broken added effects....please (are we going on 2 years with this now?)
Corvi
05-17-2013, 01:29 PM
Before that though, in the next version update, we will be addressing the damage values of physical blue magic spells.
The only real way to fix BLU, is to use main weapon attack (scale with buffs) for physical BLU spell attack, instead of using blue magic skill (does not scale with buffs). Scaling is what makes BLU damage bad. This is the exact same issue with pet jobs.
raps1355
05-17-2013, 04:26 PM
Paralysing triad, sundering snip, blackout.
Prothscar
05-17-2013, 04:32 PM
Yes....please fix broken added effects....please (are we going on 2 years with this now?)
over 3 years
Tarquine
05-17-2013, 06:34 PM
I want (the equivalent of) Meteor for BLU.
That is all.
Teakwood
05-17-2013, 11:32 PM
Yay, Camate! I always love new toys, but hearing about a damage adjustment is something I was honestly not expecting and makes me really happy. :D Looking forward to the next update!
Babekeke
05-18-2013, 01:38 AM
Looking forward to the next update!
Update after next, he said
Aeonk
05-18-2013, 04:52 AM
Update after next, he said
Read it again. No new spells for awhile, but next update is going to adjust physical spell dmg.
Mephie
06-16-2013, 02:42 AM
Greetings Immortals,
In terms of blue magic, the development team is currently preparing brand-new blue magic spells and they are schedule to be implemented two version updates down the line.
Before that though, in the next version update, we will be addressing the damage values of physical blue magic spells.
Prepare yourselves, Immortals! :)
while you're working on damage values could you say maybe fix the spells where the additional effect is completely non existent or just plain not working straight... for example... Tourbillion and Barbed crescent. I'm sorry its sad when an unbridled learning spell <i know barbed crescent isn't one but its been broken from the start too> one we need to wait on an ability timer to even cast can not even land its effect on an easy prey mob... the added affects really need to be fixed
please give us some single target enfeebles that actually land. Love, JJ
Yes....please fix broken added effects....please (are we going on 2 years with this now?)
This, yes please. I have capped and merited BLU magic and fairly decent magic accuracy gear and very little lands. This is unacceptable.
Tennotsukai
06-26-2013, 01:07 AM
I hope this fix will solve acc/dmg with new endgame NMs.
renasci
07-07-2013, 09:00 AM
Greetings Immortals,
In terms of blue magic, the development team is currently preparing brand-new blue magic spells and they are schedule to be implemented two version updates down the line.
Before that though, in the next version update, we will be addressing the damage values of physical blue magic spells.
Prepare yourselves, Immortals! :)
So.. by this quote, the phys magic damage should change should be in this July update... but on the roadmap for July/Aug game changes, (http://forum.square-enix.com/ffxi/threads/34837-Upcoming-Version-Update-Announcement?p=448142#post448142) unless i completely glossed over it, is not mentioned at all.
Anyone have any illuminating info?
Babekeke
07-07-2013, 06:44 PM
Probably just a carrot to keep BLUs happy for a while. The July and August updates are apparently 1 update split in 2, so where Camate said new BLU spells for 2 updates time, that's probably now 3 updates time.
But yeah, all other job/magic adjustments are mentioned, but no mention of BLU spells.
Camate
07-09-2013, 02:53 AM
Greetings,
Below is a comment from Producer Akihiko Matsui in regards to adjustments to the damage values of physical blue magic spells.
Hello, Matsui here.
I'd like to inform you about the adjustments to the damage values of physical blue magic spells.
We are currently making preparations to implement the full-blown adjustments to the damage values of physical blue magic spells in August.
There's a reason why I am saying "full-blown" here and I would like to explain what I mean by this.
With the July version update it has become possible to increase the damage value of physical blue magic spells depending on the weapon you have equipped in your main hand, but in order for this to take place the weapon must have an item level displayed and there has to be stats that modify the weapon's skill.
While this was implemented in the July version update, there are not many weapons that fulfill the above criteria at this point in time and I wanted to let you know ahead of time.
(In the July version update the only one that fulfills the criteria is a club from a new Naakual.)
The adjustment that was made in the July version update was performed in preparation for the new equipment and stat adjustments on existing equipment that will occur in the August version update. I apologize to keep you waiting until August, but we appreciate your patience.
OniHavoc
07-09-2013, 02:59 AM
Is this going to be main hand only ?
Babekeke
07-09-2013, 03:22 AM
I guess we have to see the new club to understand what the heck that means.
SpankWustler
07-09-2013, 03:42 AM
I guess we have to see the new club to understand what the heck that means.
Item level can't be ascertained from looking in the .dats, apparently, but here are the stats on the club being mentioned:
Tamaxchi
DMG:88 Delay:216 INT+5 MND+5 Magic Accuracy+90 "Magic Atk. Bonus"+12 Magic Damage+99 Club skill +188 Parrying skill +188 Healing magic skill+15 "Cure" potency+22%
White Mage / Black Mage / Red Mage / Summoner / Blue Mage / Scholar / Geomancer (http://www.bg-wiki.com/bg/Tamaxchi)
There's also a weird note buried in the update notes about the +skill on the new weapons being different than +skill is traditionally, so the the relatively pronounceable mage club is probably not as awesome as it looks:
Some weapons that have displayed item levels have the effect of increasing combat skill strength.
This increase in combat skill strength differs from the effects of attributes such as "Sword skill +X," and are calculated independently for main and sub weapons.
* At present, this increase is added only for a specific subset of equipment. Other equipment will be made compatible with this functionality at a later date.
* This functionality will not be reflected in the combat skill section of the status screen.
* For the hand-to-hand skill, values have been set with consideration given the fact that damage values increase as the skill increases.
Babekeke
07-09-2013, 03:49 AM
With the July version update it has become possible to increase the damage value of physical blue magic spells depending on the weapon you have equipped, but in order for this to take place the weapon must have an item level displayed and there has to be stats that modify the weapon's skill.
OK, so we are to assume that the bolded part above is referring to the bolded part below:
Item level can't be ascertained from looking in the .dats, apparently, but here are the stats on the club being mentioned:
Tamaxchi
DMG:88 Delay:216 INT+5 MND+5 Magic Accuracy+90 "Magic Atk. Bonus"+12 Magic Damage+99 Club skill +188 Parrying skill +188 Healing magic skill+15 "Cure" potency+22%
White Mage / Black Mage / Red Mage / Summoner / Blue Mage / Scholar / Geomancer
There's also a weird note buried in the update notes about the +skill on the new weapons being different than +skill is traditionally, so the the relatively pronounceable mage club is probably not as awesome as it looks:
Though I have no idea what the base damage of any BLU spell is before stat modifiers, so I can't tell how significant this is or isn't.
FrankReynolds
07-09-2013, 04:18 AM
Am I the only one who thinks that this sounds unnecessarily convoluted and probably really bad?
Babekeke
07-09-2013, 04:32 AM
Am I the only one who thinks that this sounds unnecessarily convoluted and probably really bad?
I have to be honest, I just assumed that they were going to go along with their 'equipment level' basis of if you are wearing rank 15 (lvl 114) gear then you get 15 * 5 Blue magic skill extra added into the equation for calculating damage. Capping of course at +100 skill on Delve Mega Boss gear.
Going with 5 as a fairly average skill increase per level, but of course it can be between 3 and 7 historically, or if it's still under-powered, make up their own new amounts, or even have them scaling differently for different levels. Maybe +10 for the first 5 levels, then +7 for the next 5, +5 for the next and +3 for the last 5.
That way at least ALL lvl 100+ gear would allow people to progress as long as 1 was equipped during casting, not just specific pieces that have magic damage+ on them.
Camate
07-09-2013, 04:57 AM
Is this going to be main hand only ?
The adjustments that took place apply to the weapon equipped in your main hand only. Sorry this wasn't clear in my post and it has been edited for clarity.
Babekeke
07-09-2013, 05:01 AM
The adjustments that took place apply to the weapon equipped in your main hand only. Sorry this wasn't clear in my post and it has been edited for clarity.
There goes Magic damage +198 down the pan >.>
Trumpy
07-09-2013, 07:11 AM
what a way to piss off relic empy and mythic wielders even more, now they cant increase stats on their pet/blue magic physical spells without using other weapons.
I hope they add item levels to the improved rme when those are updated. just wish we didnt have to have 99 versions to update them as VW is pretty rare these days, i dunno how many heavy metal plates will be around anymore.
Babekeke
07-09-2013, 07:27 AM
I hope they add item levels to the improved rme when those are updated. just wish we didnt have to have 99 versions to update them as VW is pretty rare these days, i dunno how many heavy metal plates will be around anymore.
If they get the adjustments to the rme right, people will be tripping over themselves to do VW and get their plates and riftbits.
FrankReynolds
07-09-2013, 07:33 AM
If they get the adjustments to the rme right, people will be tripping over themselves to do VW and get their plates and riftbits.
Somehow I doubt that people will go back to doing those unless they greatly increase drop rates or something.
larrymc
07-09-2013, 07:37 AM
As a BLU I just don't get this - the delve plasma club (D:130) & sword have a higher damage rating. Initially I was excited that they delivered on their promise to increase blue physical damage *this update*, but the devil is in the details. They effectively delayed the blue physical magic increase for August, once they remove that stupid additional requirement of "This change applies to weapons equipped in the main weapon slot for which their item levels are displayed and have an attribute modified by a weapon skill." This makes no sense - there is only 1 weapon (D:88) that fits this criteria, and - and the surface, it is inferior for melee damage. Its like they are making blue choose between melee damage or blue spell physical damage.
I will quickly change my tune of damage from physical spells increases by 4-8 fold with this club however >.>
I just don't think jump will be that much ...
Babekeke
07-09-2013, 07:39 AM
Somehow I doubt that people will go back to doing those unless they greatly increase drop rates or something.
In a way they did already. By making more powerful weapons and gear, the NMs are easier to kill and die faster, thus getting more drops in the same amount of time.
But really, if you had a delve GA, and a 90 Ukon, and they made Ukon considerably better than your delve weapon, you wouldn't want to go back to VW to try and upgrade it?
FrankReynolds
07-09-2013, 08:09 AM
In a way they did already. By making more powerful weapons and gear, the NMs are easier to kill and die faster, thus getting more drops in the same amount of time.
But really, if you had a delve GA, and a 90 Ukon, and they made Ukon considerably better than your delve weapon, you wouldn't want to go back to VW to try and upgrade it?
I already have weapons I want to upgrade. Do you know how long it takes to accumulate 1500 plates just by farming them your self? I have yet to hear tale of any player who upgraded their weapon without buying most of the plates from other people. Most people I talk to built theirs by farming other events and buying the plates from less ambitious players.
VW isn't real farm friendly like dynamis. I don't expect a large number of people to begin farming these to sell unless big changes are made in drop rates and / or changes are made that allow people to solo / low man the fights on a regular basis.
Sabishii
07-09-2013, 08:36 AM
As a BLU I just don't get this - the delve plasma club (D:130) & sword have a higher damage rating. Initially I was excited that they delivered on their promise to increase blue physical damage *this update*, but the devil is in the details. They effectively delayed the blue physical magic increase for August, once they remove that stupid additional requirement of "This change applies to weapons equipped in the main weapon slot for which their item levels are displayed and have an attribute modified by a weapon skill." This makes no sense - there is only 1 weapon (D:88) that fits this criteria, and - and the surface, it is inferior for melee damage. Its like they are making blue choose between melee damage or blue spell physical damage.
I will quickly change my tune of damage from physical spells increases by 4-8 fold with this club however >.>
I just don't think jump will be that much ...
I don't believe this. SE really hates BLU now? We can't use swords any more? just one bloody specific club? Why make it so specific? It's like SE really wants everyone to quit FF11. I'm really considering it at this point, because FF14 ARR's beta is just SOOOO much better at this point.
Tennotsukai
07-09-2013, 09:09 AM
Umm...you guys do realize we still have broken spells such as tourbillion and barbed crescent, yes?
Lordkrys
07-09-2013, 09:43 AM
Well thanks SE for the {Demoralizing Roar} you just dropped on me. Being someone who's played Blu as a main for 5+ years I'm really disappointed in this route they took. I'm sorry for a mini rant here, but do you Devs even play this game? It's already damn near impossible to get into Delve on Blu as it is.....and now this. Seriously, couldn't you (devs) just have updated the formula for Blu magic or something? I was so hoping (faceplam) that a simple adjustment might be made to the formula that made Blu magic more effective against high def mobs and ultimately it might lead to more Blu's getting a chance to shine in Delve. But I can't help but feel like this is the coffin nail for (my) Bluemage. I'm already burnt out on leveling and gearing a more Delve friendly job just so I can farm some stupid plasm. (Unfortunately my level 99 jobs aren't wanted in Delve) At least I was able to get 5/6 field nm KI's on Blu. Ironically the one to get the sword is the only one I don't have. I apologize if this sounds like QQ. I'm just tired and frustrated with this game and the people who are working on it. Now if you excuse me, I'm going to go sulk in the corner with the Rdm community.
Lordkrys
07-09-2013, 09:55 AM
And fix our spells for Altana's sake already.
what a way to piss off relic empy and mythic wielders even more, now they cant increase stats on their pet/blue magic physical spells without using other weapons.
I hope they add item levels to the improved rme when those are updated. just wish we didnt have to have 99 versions to update them as VW is pretty rare these days, i dunno how many heavy metal plates will be around anymore.
and yet another tread turns into R/E/M rage ok not R because you never bothered to give blu one but really GIVE US AN ANSWER ON THIS NOW! not in 8 months when you get round to it, very simple question will R/E/M have item levels?
Trumpy
07-09-2013, 11:12 AM
Its kinda funny cause I dont get as worked up as alot of the RME owners out there, I just was looking forward to changes to the spells to make them better, then it turned out to be based on weapon so now I wont be able to use my almace for the better dmg. which leaves me with somewhat bad WSes. But i guess they were talking about unlockin WSes somehow right? But will prolly require a 99 version, so that wont happen for me either lol.
Sooooo, new blu spells right! Back on topic! What someone said earlier bout 2 updates from now (then they split this one) so prolly after August. Weren't the UI changes happening in summer too? Guess that got moved to Fall?
renasci
07-09-2013, 11:51 AM
The adjustment that was made in the July version update was performed in preparation for the new equipment and stat adjustments on existing equipment that will occur in the August version update.
This could be promising... maybe.
Rwolf
07-10-2013, 03:08 AM
It just seems like they are making this overly complicated for no discernible reason.
With the July version update it has become possible to increase the damage value of physical blue magic spells depending on the weapon you have equipped in your main hand, but in order for this to take place the weapon must have an item level displayed and there has to be stats that modify the weapon's skill.
When I first read it, I got excited because it makes total sense to scale the damage value of physical blue magic depending on what weapon you equipped. I think it's silly to only apply it to item level weapons only but fine... given the state of how quickly people level now I can deal with that.
Some weapons that have displayed item levels have the effect of increasing combat skill strength.
This increase in combat skill strength differs from the effects of attributes such as "Sword skill +X," and are calculated independently for main and sub weapons.
* At present, this increase is added only for a specific subset of equipment. Other equipment will be made compatible with this functionality at a later date.
* This functionality will not be reflected in the combat skill section of the status screen.
* For the hand-to-hand skill, values have been set with consideration given the fact that damage values increase as the skill increases.
This honestly makes my brain hurt. Why call it club skill +188 if it is calculated differently? What also makes no sense is creating a whole slew of new equipment with absurd stats to fix Blue Magic spells. Would it have honestly been harder to just alter the Blue Magic formula to account for level of the enemy versus level of your Blue Magic skill?
FrankReynolds
07-10-2013, 03:39 AM
This honestly makes my brain hurt. Why call it club skill +188 if it is calculated differently? What also makes no sense is creating a whole slew of new equipment with absurd stats to fix Blue Magic spells. Would it have honestly been harder to just alter the Blue Magic formula to account for level of the enemy versus level of your Blue Magic skill?
I know right? WTF are they thinking? Was someone watching "The Dictator" when they came up with this?
"Club skill +188"
"+10 club skill"
"that guy totally skilled you!"
"Ewww dude, You have skill all over your face >.<"
"I'd totally skill that chick..."
Babekeke
07-10-2013, 03:02 PM
At least it actually gives club skill...
The scythe says it gives axe skill lol! (obviously it actually gives scythe skill)