View Full Version : Blue mage Job adjustments
evanwimbish
02-04-2014, 04:53 AM
Please remove the 1 minute recast timer between equipping spells, If pup shouldn't have to wait, neither should blu.
Please add 10 blue magic spell points and 5 new slots, because we went from level 99-119 and did not receive any other way to increase these stats, it leaves the job unbalanced versus other magic jobs.
Please add more learnable blue magic for our Eco-system.
With the next version update approaching please consider any of these ideas to be implemented as well.
Blu mages that read this post; please click the star to like this post, so the dev team gets this fixed right away!
Frankbrodie
02-04-2014, 06:28 AM
*searches for his new level 100-119 BLM spells without success*
I sort of do actually agree with you if I'm honest.
BLM can cast all its spells at any time as long as it has MP. Why not BLU?
But the timer is obviously there to stop people being able to switch sets on a whim during battles. For stat boosts etc.
Even me as a non BLU realises that.
imaslapu
02-04-2014, 09:30 AM
Agreed, Give blue mage the kind of change ability other mage jobs have, its not 2007 anymore!
evanwimbish
02-04-2014, 01:41 PM
*searches for his new level 100-119 BLM spells without success*
I sort of do actually agree with you if I'm honest.
BLM can cast all its spells at any time as long as it has MP. Why not BLU?
But the timer is obviously there to stop people being able to switch sets on a whim during battles. For stat boosts etc.
Even me as a non BLU realises that.
This post makes absolutely no sense! And I'm amazed 6 ppl blindly liked it because you tried to make it look informative but it's not and here is why.
Any blue mage knows that during the 1 min cool down u still get the stat bonus/job trait THE ONLY thing u can't do is cast magic,(unless unbridled learning /unbridled wisdom)which is silly! Fix it SE
Edit; I am aware that if you zone, you don't have to wait the 1 minute so please do not take too long to address this issue saying "we don't know how to fix it" or "this problem is currently being addressed" there is no reason we should have to wait 1 full minute to cast spells, If it HAS to be there, I'd be satisfied with 15-30 sec
Renaissance2K
02-05-2014, 12:30 AM
Please remove the 1 minute recast timer between equipping spells, If pup shouldn't have to wait, neither should blu.
You heard it here first, folks. Somebody is claiming that PUP has an unfair advantage over another job.
Elexia
02-05-2014, 03:03 AM
Unlike many other jobs, the 2 main reasons I see is:
1. Lore Related, given state of game now this no longer really matters.
2. Mechanics.
Blue Mage is still as of today the only mage job that gain traits and attributes from it's Blue Mage upon setting so small delay, while annoying, does actually make sense.
Renaissance2K
02-05-2014, 04:09 AM
If the delay were removed, within a week, some industrious code monkey will release a third-party tool that exploits the lack of a delay.
Gaining TP? Equip Triple Attack, Dual Wield III, Accuracy Bonus, and Store TP.
Doing a self-skillchain? Drop those unnecessary Dual Wield spells, and add Skillchain Bonus.
Casting a nuke? Who needs Store TP and Triple Attack? Swap those out for Magic Attack Bonus, Fast Cast, and Conserve MP.
Rotate as needed.
I don't even know why I'm bothering to present a counter-argument. I don't think developers would do this. People seem to forget that these mechanics aren't put in place simply to make us miserable. ... Well, in most cases.
I wouldn't mind seeing a new iLvl ammo item or something that increases our spell capacity in some respect, similar to the tiers of avatar level increases in new SMN gear, but I don't really think it's necessary. Maybe, when you're soloing, you'll be able to equip some more debuffs without dropping offensive traits, but we're already one of the most solo-friendly jobs out there. Party play isn't going to change at all.
YosemiteYogorockBlondelle
02-05-2014, 04:48 AM
I would like to see some equipped job traits by spell's become an always on job traits per level such as dual wield I, II, III, and add in Dual Wield IV & V for Blue Mage's automatically<-{always on) all ready there as one of the job's main traits since a majority of the players would never play the job without Dual-Wielding weapons on the job as a major role as a blue mage. Now when they do the reforged for blue mage gears for this month of February and some relic reforged will be implemented at a later date as my understanding goes; I would also like to see the relic blue "reforged gears" to include Enhances: Dual Wield effect +[number] on the gears as to being able to move the only ear piece I have used to enhance this trait out of the ear gear slot because the trait is all ready included into the blue mage reforged gears to support the job trait as a main instead of a equipped job trait and also to alleviate some spell requirements to leave more room for other spell's as equipable job traits. I would like to see the dev team of creators come up with other area's to be included in the reforged slots, such as back, Ear's->2 earring's slot, the 2 fingers->ring's slot's, and besides the job specific ones to include the ammo slots as reforged armor slot as well as the neck slot but I couldn't remember if the neck slot was all ready included as reforged full set of gears to be included and this will be very interesting to see how they Par the reforged relic gears against the stats of the all ready stats of the Empy Gears. I find it very interesting that Empyrion gears support's some of the job traits that was never included into the blue mages relic gears to which I would like to see come to life into the blue mage's reforging of blue relic gears of the job itself. Well some of the topic may be off topic but you can understand where I was going with this? {yes/no?} :confused: :rolleyes: :confused: :cool: :p
Ravenmore
02-05-2014, 04:52 AM
If the delay were removed, within a week, some industrious code monkey will release a third-party tool that exploits the lack of a delay.
Gaining TP? Equip Triple Attack, Dual Wield III, Accuracy Bonus, and Store TP.
Doing a self-skillchain? Drop those unnecessary Dual Wield spells, and add Skillchain Bonus.
Casting a nuke? Who needs Store TP and Triple Attack? Swap those out for Magic Attack Bonus, Fast Cast, and Conserve MP.
Rotate as needed.
I don't even know why I'm bothering to present a counter-argument. I don't think developers would do this. People seem to forget that these mechanics aren't put in place simply to make us miserable. ... Well, in most cases.
I wouldn't mind seeing a new iLvl ammo item or something that increases our spell capacity in some respect, similar to the tiers of avatar level increases in new SMN gear, but I don't really think it's necessary. Maybe, when you're soloing, you'll be able to equip some more debuffs without dropping offensive traits, but we're already one of the most solo-friendly jobs out there. Party play isn't going to change at all.
Boy lot of people have never had to cover all the blu procs in VW, though everyone of the dee dees that like the guy up there are the ones that invite a blu then tells them they are the only one then complains that we had to reset our spells mid fight to get that blu 5 proc.
Elexia
02-05-2014, 05:00 AM
Boy lot of people have never had to cover all the blu procs in VW, though everyone of the dee dees that like the guy up there are the ones that invite a blu then tells them they are the only one then complains that we had to reset our spells mid fight to get that blu 5 proc.
And yet you don't deny what he said would happen lol. As said, it's annoying but the mechanic makes sense. All they have to do is reduce the Blue Magic procs in Voidwatch, but obviously they won't do that.
That's the only true encounter where the delay on spell swapping is a huge hindrance.
YosemiteYogorockBlondelle
02-05-2014, 05:01 AM
Elexia and Revenmore, I think this guys main job is actually SMNer and not blue mage and I am also sure he has never had to cover all of the spell processing required to inflict it on the monsters in abyssea as well. :-D
Kaiichi
02-05-2014, 05:15 AM
BLM is not BLU, PUP is not BLU, SCH is not BLU... see a pattern? If you want to play the other jobs, play them, if you start making BLU like PUP, than its PUP not BLU. BLU is BLU because its BLU, and not PUP. How would the blues feal if I could raise my stats on BLM just by equipping spells? Then you would say that BLM is taking away from BLU. I enjoy the jobs for what they are, not because it is something different. And last I checked I was still 99... Yeah, Job levels are still 99, not 119. I have a few Items that have this 119 tag on them, but my BLU is still 99. If you all did another G Quest that I don't know about, please post it so I can get on it.
Tennotsukai
02-05-2014, 05:42 AM
Imo, I would prefer more spell points and reevaluated spell point cost on all existing spells, lower the number of vw procs, and an innate dw 3. Have the dw spells now do something like crit dmg/Hit rate. More spells are always welcomed too.
Additionally, blu buffs need extended, breath spells need reevaluated, broke spells fixed, and lower the recast of diffusion.
Renaissance2K
02-05-2014, 05:43 AM
Elexia and Revenmore, I think this guys main job is actually SMNer and not blue mage and I am also sure he has never had to cover all of the spell processing required to inflict it on the monsters in abyssea as well. :-D
I'm a BLU99, but nice to see that your Jump to Conclusions Mat is getting some use.
You're right about the proc'ing, though. I didn't play through the Abyssea/Voidwatch era, so the most I've had to do is half the elements at once, which still makes for a pretty flimsy BLU. But as somebody already said, that issue can be more easily addressed by simply cutting the number of proc spells in half, which would be easier to do, wouldn't call balance into question, and as an added bonus, would make Voidwatch ever so slightly less annoying than it is currently.
Also, addressing another complain from the OP, we just got eleven new spells. And most of them don't suck. How many spells did BLM get with the launch of Adoulin? How 'bout WHM? I'd ask a SMN, but I left my riot armor at home...
Demonjustin
02-05-2014, 06:23 AM
I would like to see some equipped job traits by spell's become an always on job traits per level such as dual wield I, II, IIIFirstly, your font is horrible on the eyes, so I won't be quoting that, please don't make it so small in the future. ><;
As for the idea itself, I think if they are to do this they need to just give every job Dual Wield who primarily uses single handed weapons. BLU has it as an option at least, and while every BLU with DMG in mind will take that option they do need to make sacrifices in their spells to do so. Other jobs like RDM and BST have to sub NIN or DNC in order to Dual Wield their primary weapons of choice as well, that is their sacrifice, but to give up BLU's need to sacrifice you are basically leaving those two as the only two jobs in the game that primarily uses a single handed weapon and yet has no native Dual Wield to accommodate it. Dual Wield is the most vital thing in balancing the damage between a 1-handed and 2-handed DD, and out of all jobs who are capable or meant to truly be on the front lines of a battle, RDM, THF, PLD, BST, NIN, BLU, and DNC, 3 of them have Dual Wield natively, NIN, DNC, and THF, then PLD arguably does not need it because of it's shield providing not only defense but additional TP feed which allows for a sort of offset to the disadvantage of having no Dual Wield. That leaves RDM, BST, and BLU, all 3 of which lack it but can get it via their sacrifices, and BLU is really the one most easily capable of giving up what must be in order to get Dual Wield, because setting a few spells may be a waste, but its not as much a waste as using a subjob like NIN for literally nothing but Dual Wield, while BLU is capable of using WAR as a sub to get all of its attack buffs that boost its damage incredibly.
My personal idea is DW3 natural for all 3 jobs, since the gap between 2 and 3 is so large anyways and would play a big part still, or if possible maybe even make an additional tier in the center of 2 and 3 like they did with some BLU traits such as Fast Cast(tier 0 has 5% rather than the normal 10% tier 1 Fast Cast), then have RDM & BST on this new tier 2.5 Dual Wield with 20% Dual Wield while BLU gets Dual Wield 3 with the standard 25% Dual Wield.
Basically though, if you do it for BLU, I say do it for RDM & BST too, maybe even PLD as well, because at this point Dual Wield has become so standard that every 1-handed DD needs it in order to compete, be it by spells, or subjobs, and if you are going to take out the sacrifices 1 of these 3 jobs needs to make, at this point, its best to just even the playing field and give them all at least some level of the trait to make it fair.
Damane
02-05-2014, 07:42 AM
If the delay were removed, within a week, some industrious code monkey will release a third-party tool that exploits the lack of a delay.
Gaining TP? Equip Triple Attack, Dual Wield III, Accuracy Bonus, and Store TP.
Doing a self-skillchain? Drop those unnecessary Dual Wield spells, and add Skillchain Bonus.
Casting a nuke? Who needs Store TP and Triple Attack? Swap those out for Magic Attack Bonus, Fast Cast, and Conserve MP.
Rotate as needed.
I don't even know why I'm bothering to present a counter-argument. I don't think developers would do this. People seem to forget that these mechanics aren't put in place simply to make us miserable. ... Well, in most cases.
I wouldn't mind seeing a new iLvl ammo item or something that increases our spell capacity in some respect, similar to the tiers of avatar level increases in new SMN gear, but I don't really think it's necessary. Maybe, when you're soloing, you'll be able to equip some more debuffs without dropping offensive traits, but we're already one of the most solo-friendly jobs out there. Party play isn't going to change at all.
you do know that job traits are instantly active after finishing seting blu spells.... only casting blu spell is restricted for 1 min. So your point is invalid.
Besides if you drop all dual wield spells you end up one handing and loosing all the TP lol
Metaking
02-05-2014, 07:50 AM
Also, addressing another complain from the OP, we just got eleven new spells. And most of them don't suck. How many spells did BLM get with the launch of Adoulin? How 'bout WHM? I'd ask a SMN, but I left my riot armor at home...
well blm did not need new spells there elemental magic got such a bad ass up date i mean even if blm got tier 6's no one would use them they made 1-3 so much more awesome, i mean only thing blm needs is more mobs to have mp to aspir >.>;. whms what would you give them as a new spell, other than like amnisina or charmna, and smns yea lets not touch that less we have heavenly strikes raining on down from up high.......
evanwimbish
02-05-2014, 08:07 AM
Thank you everyone for making this post come alive!!! Please more comments!!! We need to get this issue fixed! And we need to show the DEV team that the ffxi community needs to be more interactive with the development of the future of ffxi!
With that being said there is NOTHING wrong with fixing the recast timer!
There is NOTHING wrong with adding more learnable magic!
And WE NEED MORE MaGIC SLOTS! Only being able to use 20 spells is not enough! How can we enhance ourselves?!?
It's not like I'm asking them to fix the HORRIBLE barrier tusk -10% phalanx which has no way to increase its potency making it useless considering u get more from /rdm or from a job giving it to you.
Or the TERRIBLE 6 points to equip most of the new spells (yes I read the post saying they did this because of the job traits)
I'm simply asking for more points , spells, slots, and we NEED them to progress as blue mages.
Ravenmore
02-05-2014, 11:52 AM
I'm a BLU99, but nice to see that your Jump to Conclusions Mat is getting some use.
You're right about the proc'ing, though. I didn't play through the Abyssea/Voidwatch era, so the most I've had to do is half the elements at once, which still makes for a pretty flimsy BLU. But as somebody already said, that issue can be more easily addressed by simply cutting the number of proc spells in half, which would be easier to do, wouldn't call balance into question, and as an added bonus, would make Voidwatch ever so slightly less annoying than it is currently.
Also, addressing another complain from the OP, we just got eleven new spells. And most of them don't suck. How many spells did BLM get with the launch of Adoulin? How 'bout WHM? I'd ask a SMN, but I left my riot armor at home...
With item level and all the magic damage gear on top of other adjustments blm got a massive boost so I would say you got T1 to 3 back as viable nuking spells again. Whm is perma invite so they don't have a pot so to speak. Snm yeah you got it there but they are still needed for some content.
Ravenmore
02-05-2014, 11:56 AM
you do know that job traits are instantly active after finishing seting blu spells.... only casting blu spell is restricted for 1 min. So your point is invalid.
Besides if you drop all dual wield spells you end up one handing and loosing all the TP lol
Didn't see this when I posted but stats from spells are also active as soon as you set the spell.
Lithera
02-05-2014, 09:46 PM
Giving blue native DW would actually allow blues the ability to put on other traits one normally would not be able to put on. Also you only have to put on three spells for procing in aby every hour and still be semi decent.
dragmagi
02-05-2014, 10:09 PM
I think she needs to drop DMG cap off lower lvl spells. Then we'd get more usage out of the spells we spent hrs ( and sometimes days to get). Also she needs to redo the mp cost of many ( mostly magical spells) blue spells and DMG ratio.
evanwimbish
02-07-2014, 07:51 AM
I would really like to see some type of update for blue mage , the short list of spells was not enough ;(
My personal idea is DW3 natural for all 3 jobs, since the gap between 2 and 3 is so large anyways and would play a big part still, or if possible maybe even make an additional tier in the center of 2 and 3 like they did with some BLU traits such as Fast Cast(tier 0 has 5% rather than the normal 10% tier 1 Fast Cast), then have RDM & BST on this new tier 2.5 Dual Wield with 20% Dual Wield while BLU gets Dual Wield 3 with the standard 25% Dual Wield.
I believe every job should get at least DW1. For most jobs it would not matter anyway, and DW1 is low enough that most of the time if you were actually meleeing there would still be an advantage to subbing a proper DW sub. It would just open up job options a bit.
Also re: lock out on spells, I can see argument re: 3rd party tools if there was no delay at all. But no need to have such a long delay 15 seconds would be more than enough to make shenanigans not worth it.
Also agree: please remove cap on damage on lower level spells, lower diffusion recast by at least half.
Draylo
02-07-2014, 10:50 AM
While the DEVs seem to be replying a lot lately, maybe they'll see this. Please fix it so that blue magic isn't always the lowest priority for spells. When a WHM casts cure on a BLU with magic barrier on, it erases the effect even if its stronger. So if I cast a magic barrier that absorbs 500 dmg due to skill level, why does a whm cureskin erase it when the stoneskin is weaker. There are quite a few BLU spells like this I can't think of offhand, but it would be a nice adjustment to let this spell get more use for magical casting monsters in large scale events like Delve.
YosemiteYogorockBlondelle
02-08-2014, 12:30 AM
Some spells are even up to the cost of 9 points almost 10 points for one spell for your use of it with your Assimilation maxed out 5/5 to which is limited of around 60 points if I recall it right with the max merits.
Well if we were to set spells rounded off at 10 points per spell than we would only have 6 spells that we could equip total vs. all points used up and if it where 5 points then we could equip about 12 spells & 6 points even less but when it comes to equipping spell's, just to set up some job traits and not necessarily to be used to cast but to set up some job traits with the spell points varying so much; we can automatically use up more points quicker then the amount of points available even more so than if we were to go ahead in skipping job trait spell's and just did all spell's very small point cost to have more spells to use but of course at the loss of all job traits possible.
I don't know about anyone else but it does seem at times when se or dev team does stuff; they some times don't include real math in the equation or just forget to do the math when it comes to a mathematical point system, such as the system as blue mage's have to use as a point system in setting spell's vs max limited number of equip points on hand.
I just wish the gears that enhance assimilation on blue mage's own merited job trait would actually Give blue mage's some more blue points to use but "nope" it only does this: Gives more to{magical critical hit Rate +} to which that is great and all but shouldn't it also enhance assimilation's point system giving blue mages more points to use for equipping higher tier cost of spell's/More spell's or just give blue's more of a chance to be versatile between front line support + front line Curer supportive effects without loss of blue mage dmg dealing on the front lines.
Granted we have a few jobs that probably can work in that sort of way and dnc maybe an example of that way but I also see it as a means to help out in certain roles such as having whm's role in the back-lines attempting to keeping the whole party alive, specially when it comes to delve runs to which blue mage seems to be obsolete in such delve runs as Tojil.
I like to see blue mages to be more versatile in what it can do as job between supportive + damage dealer + other on the front lines, all of it at the same time of any given battle. Just in general making blue mage more versatile job would make it a very curious interesting job indeed, granted even though the rune job may all ready have some of this ability on the front lines as a job.
The tp aspect's in blue mages I would like see a blue mage gain a spell that gives tp regain perhaps going along with regen & refresh line of spell's blue mages all ready have; granted there not exactly tier 2, tier 3, or more on there regen & refresh monster spell's. the idea I like in this is that it makes blue mages solo SC's{Skill Chain's} more playable/pliable at much more decent rate; ganted it can it be outdone Quicker by other players SCing together or even interrupted the ability of your solo sc by someone else's scing in between your using your weapon skill and having SC job ability activated to using your spell in the process as a solo SC weapon skill.
I have always like the idea when it comes to certain jobs when it comes possible but very rarely to have found both tp regain + builds tp gears/weapons but regain on the hand is hard to find for weapons & gears, specially when it comes to blue mages & only one sword comes to mind but at the cost of use of blue mages mp pool to gain the regain effect.
Dnc would definitely benefit from this set up as well to which I currently using as a sub on my blue mage job. Well enjoy everyone and I just know you'll bounce even more great idea's off this post of mine into including your own findings and such from my posted reply/comment here or out my research with playing the blue job as well. {I hope this text doesn't shrink on me but it is shown on my laptop as normal size and I have my windows text size settings set up to be Large size text standard in general; it might be some of you will have to check your windows settings as to the reason behind the small text of my posts but I will also not switch it into the forums Times New Romans font setting as well into maybe help with your seeing of my posts to have such a fine size print of written letters and sentences of my stuff that I have posted. I will set it to the forums set text size of 1 for you ability to help you see it here and your very welcome too. :o :) :cool:
YosemiteYogorockBlondelle
02-08-2014, 12:34 AM
All right on my blue mage post I want you guys to let me know if it is still too small or if I need to make it even bigger or smaller again so I can go ahead re-edit the size of my previous post's again thank you.
Demonjustin
02-08-2014, 12:41 AM
Really, I say stick to the default, default is fine, no need to specify a size in your post, breaking it up every lil bit would be easier on the eyes as well. :x
Renaissance2K
02-08-2014, 01:51 AM
I may just be misunderstanding that alphabet soup of a post, but no single spell comes close to requiring ten points to equip. The highest is six, from some of the Adoulin spells that were added recently, each of which grants a Job Trait on its own without having to be paired with something else.
YosemiteYogorockBlondelle
02-08-2014, 01:56 AM
I may just be misunderstanding that alphabet soup of a post, but no single spell comes close to requiring ten points to equip. The highest is six, from some of the Adoulin spells that were added recently, each of which grants a Job Trait on its own without having to be paired with something else.
I was just using it as an example mostly and 9 by combined spells for some job traits.
Tennotsukai
02-08-2014, 02:53 AM
I really hope more spells are coming in the near future... which are good. I'm so tired of being asked to play as monk when my blu obviously out parses many monks on my server as well as provides utility as dumb as that sounds. More spells could help alleviate this issue.
YosemiteYogorockBlondelle
02-08-2014, 11:38 AM
I really hope more spells are coming in the near future... which are good. I'm so tired of being asked to play as monk when my blu obviously out parses many monks on my server as well as provides utility as dumb as that sounds. More spells could help alleviate this issue.
-> Correction to end of the title: *all of the blue mage spells all ready in place.*
I was going say that blue mages all ready do have a ton spell's that we are going to be unable to use based on the point system set in place for now and yes they do have new spell's out that include job ability traits alone with them but have you noticed the points cost on those same spell's is set up to cost the same amount of at least two spell's would of done for that particular job trait to which you really aren't gaining ground in use that solo job trait spell to set your job traits but ironically your just losing grounds for use of another spell to gain the very same job trait.
I do like the idea of seeing new spell's but I also like the idea to see some old spell's revamped or I suppose in game terms it be called reforged of the some old blue mage spell's all ready out there in use by us blue mages and not only that maybe to make some of those old spell's have job traits alone as well. They could also revamp/reforge some of the point costs on some of the spell's we all ready have as well as keeping that idea in mind when it comes creating new blue magic/physical spell's learned from monsters to be added to the list of spell's of the future to blue mage.
Well now words of future and past were brought into mind all that did was made me think of a time machine, lol.
:confused: :rolleyes: ;):):cool:
YosemiteYogorockBlondelle
02-08-2014, 07:58 PM
Thank you everyone for making this post come alive!!! Please more comments!!! We need to get this issue fixed! And we need to show the DEV team that the ffxi community needs to be more interactive with the development of the future of ffxi!
With that being said there is NOTHING wrong with fixing the recast timer!
There is NOTHING wrong with adding more learnable magic!
And WE NEED MORE MaGIC SLOTS! Only being able to use 20 spells is not enough! How can we enhance ourselves?!?
It's not like I'm asking them to fix the HORRIBLE barrier tusk -10% phalanx which has no way to increase its potency making it useless considering u get more from /rdm or from a job giving it to you.
Or the TERRIBLE 6 points to equip most of the new spells (yes I read the post saying they did this because of the job traits)
I'm simply asking for more points , spells, slots, and we NEED them to progress as blue mages.
You are very welcomed my good sir; evanwimbish!! (-;
evanwimbish
02-10-2014, 08:00 AM
If anyone has blu spell ideas you can use this tread to post them as well, just try to keep the main topic in mind as well
Tennotsukai
02-11-2014, 03:32 AM
-> Correction to end of the title: *all of the blue mage spells all ready in place.*
I was going say that blue mages all ready do have a ton spell's that we are going to be unable to use based on the point system set in place for now and yes they do have new spell's out that include job ability traits alone with them but have you noticed the points cost on those same spell's is set up to cost the same amount of at least two spell's would of done for that particular job trait to which you really aren't gaining ground in use that solo job trait spell to set your job traits but ironically your just losing grounds for use of another spell to gain the very same job trait.
I do like the idea of seeing new spell's but I also like the idea to see some old spell's revamped or I suppose in game terms it be called reforged of the some old blue mage spell's all ready out there in use by us blue mages and not only that maybe to make some of those old spell's have job traits alone as well. They could also revamp/reforge some of the point costs on some of the spell's we all ready have as well as keeping that idea in mind when it comes creating new blue magic/physical spell's learned from monsters to be added to the list of spell's of the future to blue mage.
Well now words of future and past were brought into mind all that did was made me think of a time machine, lol.
:confused: :rolleyes: ;):):cool:
Feather barrier +30 eva with a duration of 5 minutes, yeah. This type of fix would be nice.
We still have quite a number of mob types we've yet to learn from as well.
Brightshadow
02-11-2014, 03:57 AM
Blue Mage Currently has around 170 spells and its pretty sad that we could only equip 20.
~They should allow us to atleast equip 50 spells, and as for the Blue magic points they should increase our points to 100 at max level, and decrease the points necessary to equip spells for instance the new spells from "Seekers of Adoulin" should cost 3-5 points to set while the older spells should cost 1-3 points to set depending on efficiency. In addition make magical blue magic as fast as physical blue magic and drastically reduce MP cost.
Tennotsukai
02-12-2014, 03:50 AM
Upheaval was a good start.
evanwimbish
02-15-2014, 10:28 AM
Looks like blu escapes the VU ( - . - )
YosemiteYogorockBlondelle
02-15-2014, 02:19 PM
Looks like blu escapes the VU ( - . - )
There probably just busy with everything else that is going on. I bet they are secretly far behind and attempting to catch up or get ahead with content that will be out there in our gaming's future to which is to be unknown to us yet. All I am saying is it might take a longer time for them to get into the blue mage job and be making changes with all of the new content in the works along with tons of other fixes or bugs currently being worked on; such as fishing adjustments set to be done by march. Basically, give it time for the dev teams to get around to it and I do not know if this thread for blue mage changes started with a Dev-tracker code or not but I bet the dev's probably use it as a reference file to tag it and find it faster again.
Well I do like that idea of having usage of about at least 50% of spell's in some form to weather it's there just to set abilities and be used as a casting spell or there to be used as a great casting spell but most of us are hoping for both; plus the changes to the point system in cost verses amount available in the point system to summarize this thread a bit. Well I would first like to see on revamp on all that I mentioned first then after that has been done; we can finally have new spells that will follow through with the new system but only after the fix to the system has been done into adding new spell's to our repertoire to maybe pars against side by side our friends in the rune job business.
Blu and run when compared side by side into thinking on what else blu should be able to do for the changes to happen for this job when you can combine the significant's of our rune & dancer into the mix. The goal-however-is to stay with in the lines of into getting additions/changes to blu for this thread to stay active in it's progression of a eventually completed goal to which as you can see I did step off track just a bit here and there.
Lithera
02-16-2014, 12:18 AM
They were supposed to give blue new spells almost back since they showed smns the teaser for Cait. They just now got back to smns with the get your happy dance and shouts/yells ready in March. So hopefully they haven't forgotten about the new spells part.
evanwimbish
02-18-2014, 02:10 AM
Fix it fix it fix it!
Tennotsukai
02-18-2014, 02:57 AM
dang, still no fix to tourbillion/barbed crescent. Bad SE! Bad!
Selindrile
02-18-2014, 03:03 AM
I really don't care about having to wait for spells to be castable after setting, and not having the delay, well, yes it would be extremely abusable, the only time it's annoying is in Voidwatch and Abyssea generally, could drop it to like 30 seconds and the world wouldn't explode though.
But I -DO- care about the maximum set points we have, I realize the Dev's designed Blue Mages around the idea of having variable job traits, and that's really frigging cool, but the reality of it is: If you don't set all your DD job traits, you fall even further behind other DDs.
Yes, you do bring some utility to the party, but you have very few slots for choosing applicable utility spells, and even though we have new spells, it feels like we have so little leeway when choosing spells for a given situation, because we've got to get our DW3, Triple Attack, etc etc.
I'd love to see nearly across the board spells being made cheaper point-wise, or recieving a lot of new set points, or making some of these "necessary" combinations innate so we have more room to actually choose things.
And as someone earlier said, removing the damage-from-skill cap on old spells would be pretty neat, would love to actually use some of those iconic old spells again rather than just set them for traits and forget they exist.
They could also up the duration on our self-buffs, feels like I have to buff myself way too much, and lose a lot of DD, (Hell, do it for everyone, especially Dnc Sambas, between Steps/Flourishes/Sambas/Waltzes and the Attack-Delay from JAs, it's a wonder they ever get an attack round in.)
(Also Fix Tourbillion/Crescent!)
Tennotsukai
02-18-2014, 03:15 AM
I'm hoping it was a ninja update...first thing I usually test on updates anymore. Of course, there was a recent update where I was just plain lucky and had several barbed and tourbillions land in a row. I guess most people were not pleased by my false excitement.
evanwimbish
02-26-2014, 07:32 AM
Still waiting...
Tennotsukai
02-26-2014, 10:56 AM
At least, they say they are aware of this issue.
Elemmire
03-07-2014, 01:57 PM
Bumping for much desire BLU adjustments. I could see it being real easy. Set your spells to determine the attributes/passives you get (can only be set in a mog house so a blue can't change magic out in the battle for attributes if they worry about such a thing), change it so blue magic can be used any time you want (can leave the unbridled learning ones being inaccessible without unbridled learning), and perhaps the ability to save magic setups into custom things to more quickly switch between your "set spells" in a mog house?
Tennotsukai
03-08-2014, 09:50 AM
Bumping for much desire BLU adjustments. I could see it being real easy. Set your spells to determine the attributes/passives you get (can only be set in a mog house so a blue can't change magic out in the battle for attributes if they worry about such a thing), change it so blue magic can be used any time you want (can leave the unbridled learning ones being inaccessible without unbridled learning), and perhaps the ability to save magic setups into custom things to more quickly switch between your "set spells" in a mog house?
No thank you.
Ravenmore
03-08-2014, 01:55 PM
No thank you.
Why not, the set traits are the only reason to set the spells we set now and to be honest the only traits we get that are worth a damn are DW, Auto refresh, DA/triple attack Acc bonus everything else is waste of spells and points. The really crappy thing about this is you would only need to take one blu to VW in stead of two(well crappy for blus but for leaders it would be a god send).
Your not going to set defensive trait if you have half a brain, they suck for the most part for the jobs that get the full unnerfed version or take the right gear set up and atmas to be worth it(counter). The other traits we might set would be MATT bonus but chances are if you are worried about that you are AoE burning and subbing rdm anyway.
I would never change traits and would gladly take having to set them in a mog but getting to cast every spell we have. Some would be useful then for the oh crap moments but setting was a waste 99.999999999% time. The whole over powered crap is right out the window every day that goes that mnk doesn't get nerfed. They can deal both phy and magical damage and have one of the best safety nets in the game. Being able to self heal is still same safety net compared to 3 or 4 mnks boosting the crap out of their HP and keeping it there for the whole fight.
YosemiteYogorockBlondelle
03-11-2014, 04:55 PM
Well I like to have conserve mp set as a job trait on my blu for 2 reasons. {ONE}: It will save on your mp pool points when used. {TWO}: the cost of spells can be reduced when being casted whether it is physical or magical giving you a longer time of a casting mp pool. I don't set triple attack or double attack for 1 reason because it takes up to many blu points from setting up high number costing spells. I don't see conserve mp as a wasted job trait myself Ravenmore.
Ravenmore
03-13-2014, 06:48 AM
Well I like to have conserve mp set as a job trait on my blu for 2 reasons. {ONE}: It will save on your mp pool points when used. {TWO}: the cost of spells can be reduced when being casted whether it is physical or magical giving you a longer time of a casting mp pool. I don't set triple attack or double attack for 1 reason because it takes up to many blu points from setting up high number costing spells. I don't see conserve mp as a wasted job trait myself Ravenmore.
You fail so hard at understanding how the game works it is really sad. Conserve MP is truly a waste of points since spell damage falls so far behind auto attack white damage and WS damage. Casting delay is just like JA delay PUPs have to deal with. Simply put the damage your spell done was less then what auto attacking and WSing would have done in the same time it took to fire off that one spell or string of spells that is were muti-hit gear comes in and traits add to it. You failing to understand that I can see what your TP gear looks like and how much it also must fall behind the preferred set up. Blu spells are good for SC with WSs to add to your overall damage but spell spamming is a waste of time and MP and the only spell that should be spammed is sudden lunge or Head butt to stun lock a mob. Spell spamming stops being worth it once your past the low levels and you get better sword WSs.
Damane
03-13-2014, 07:00 AM
You fail so hard at understanding how the game works it is really sad. Conserve MP is truly a waste of points since spell damage falls so far behind auto attack white damage and WS damage. Casting delay is just like JA delay PUPs have to deal with. Simply put the damage your spell done was less then what auto attacking and WSing would have done in the same time it took to fire off that one spell or string of spells that is were muti-hit gear comes in and traits add to it. You failing to understand that I can see what your TP gear looks like and how much it also must fall behind the preferred set up. Blu spells are good for SC with WSs to add to your overall damage but spell spamming is a waste of time and MP and the only spell that should be spammed is sudden lunge or Head butt to stun lock a mob. Spell spamming stops being worth it once your past the low levels and you get better sword WSs.
I can only agree to this, ravenmore is right in this point. BLU spells may it be physical or magical are in terms of damage lackluster and not worth it to cast unless you stack the physical abilitys with JAs to SC. The most usefull traits for blu are DA/TA/DW followed by (depending on SJ, but the SJ should be WAR wiht tripple attack trait combined) accuracy, storeTP, attack or whatever combination you want to use.
the exeption is if you are playing some form of very lowman group and need to do some other tasks in between, giving up some traits for utility (which happens very very very rarely and even in that case you will have most utility spells equip together with DA/TA/DW traits set).
Tennotsukai
03-13-2014, 09:09 AM
Bumping for much desire BLU adjustments. I could see it being real easy. Set your spells to determine the attributes/passives you get (can only be set in a mog house so a blue can't change magic out in the battle for attributes if they worry about such a thing), change it so blue magic can be used any time you want (can leave the unbridled learning ones being inaccessible without unbridled learning), and perhaps the ability to save magic setups into custom things to more quickly switch between your "set spells" in a mog house?
It's only this part I do not care about. That's it.
Ravenmore
03-14-2014, 04:36 AM
It's only this part I do not care about. That's it.
Really sad how you can't see how useful this would make blu and how little it would impact you. The only reason to change magic in the field would be to set a sleep spell or more likely would be to set proc spells, if you could cast them when ever you wanted having to set spells for traits in the mg is a fine trade off. Though it being so good for the player and making sense means it'll never happen and blu will still be feared becoming over powered while monk gets to enjoy it while SE continues to tailor make events that serves mnk so well.
Demonjustin
03-14-2014, 05:42 AM
Really sad how you can't see how useful this would make blu and how little it would impact you. The only reason to change magic in the field would be to set a sleep spell or more likely would be to set proc spells, if you could cast them when ever you wanted having to set spells for traits in the mg is a fine trade off. Though it being so good for the player and making sense means it'll never happen and blu will still be feared becoming over powered while monk gets to enjoy it while SE continues to tailor make events that serves mnk so well.After a change it would just be BLU & MNK, double the jobs, still a poor choice selection.
Ravenmore
03-14-2014, 06:21 AM
After a change it would just be BLU & MNK, double the jobs, still a poor choice selection.
With that it won't be any different then it is now any way our nukes still suck and would run out of MP on one mob and still not do what a mnk could. We still wouldn't get taken to anything other VW just you would need one blu instead of 2. It would make our lives easier and less of a cluster then it is now though and mnk would still be the only real DD choice. I already went over what it would take to bring every job up to mnks level and that is a formless strikes JA and a mantra effect JA anything short of those would mean no change at all. Though SE could just stop making events and mobs that favor mnk all together and that would be the easiest way of doing things.
Selindrile
03-14-2014, 07:52 AM
While I don't actually support that change, I think there are better, more interesting ways to fix Blu without losing the interesting design choices at their core, I do agree your proposal wouldn't bring Blu suddenly to monk levels, it would increase our power, but not by all that much, and I think it would weaken the overall design of Blu, and make them hesitant to create new, powerful spells.
As I've said many times, I'd rather see buff durations increased, universal ability/spell delay decreased, set point cost decreased, and useless spells improved, it would improve several jobs that are behind.
Ravenmore
03-14-2014, 09:08 AM
While I don't actually support that change, I think there are better, more interesting ways to fix Blu without losing the interesting design choices at their core, I do agree your proposal wouldn't bring Blu suddenly to monk levels, it would increase our power, but not by all that much, and I think it would weaken the overall design of Blu, and make them hesitant to create new, powerful spells.
As I've said many times, I'd rather see buff durations increased, universal ability/spell delay decreased, set point cost decreased, and useless spells improved, it would improve several jobs that are behind.
It no where near interesting and completely retarded since we get traits as soon as we finish setting the spells. Blu at its core is about setting the traits and learning your spells from mobs not dealing with a horrible UI and pointless casting delay combined with not using 90% of your spells ever or on;ly use them for what blu gets from traits like DW/DA/TA/ACC setting anything else in group play is meaningless since every spell you cast is time your not meleeing and no way is SE going to cut down the casting delay enough to fix that. Even in solo play outside of BCNMs and lolaby(really with the campaigns why bother) you can drop healing spells now and buff spells other then haste, you got a healer you can call and dissmiss to gain infinite MP. If we get a healer npc that can cast haste you can most likely drop that top.
We have only gotten two maybe three buffs worth the set cost(one cause it now makes Acc bonus with one spell) and time to cast them in the last...... oh wait since the job was released so what was the reason we haven't gotten anything else.
The only thing that would improve the jobs that are behind is for SE to pull it's head out its butt and do away with niche job thinking altogether and truely make every DD and healer interchangeable and hell even make whm able to nuke and blm able to heal with more and better white magic nukes and black magic heals.
The only thing that would improve the jobs that are behind is for SE to pull it's head out its butt and do away with niche job thinking altogether and truely make every DD and healer interchangeable and hell even make whm able to nuke and blm able to heal with more and better white magic nukes and black magic heals.
ugh that is the worst suggestion I've heard yet. Why not just get rid of all the jobs except 3 at that point?
I, for one, accept that jobs will never be precisely equal unless they are exactly the same - and if they are exactly the same there would be no point to having so many jobs.
That said, the developers could do MUCH more to improve job balance. Underpowered jobs should get more power. JA delay should be eliminated or at least cut down significantly. MP should not be such a scarce resource. Blue magic should have improved potency, decreased cast times and decreased MP cost. I can accept BLU not being as good a DD as monk - but really NO DD should be more than 5% worse than another. Maybe jobs that are DDs and also support can be 7% behind. At any rate -things can be improved without making all jobs boring an interchangable.
Ravenmore
03-15-2014, 04:08 AM
ugh that is the worst suggestion I've heard yet. Why not just get rid of all the jobs except 3 at that point?
I, for one, accept that jobs will never be precisely equal unless they are exactly the same - and if they are exactly the same there would be no point to having so many jobs.
That said, the developers could do MUCH more to improve job balance. Underpowered jobs should get more power. JA delay should be eliminated or at least cut down significantly. MP should not be such a scarce resource. Blue magic should have improved potency, decreased cast times and decreased MP cost. I can accept BLU not being as good a DD as monk - but really NO DD should be more than 5% worse than another. Maybe jobs that are DDs and also support can be 7% behind. At any rate -things can be improved without making all jobs boring an interchangable.
While you think that feel good non sense works, it doesn't(hasn't since CoP). If a DD or healer isn't equal it is trashed and the player base takes the best why do you think every other MMO doesn't do this BS and try to get jobs to the exact same level. Other MMOs don't get it right all the time but they come closer to balance then FFXI will ever get(with most of their balance issues coming from PVP). What is so fun about taking the exact same set up to the fight every single time or only resorting to taking the less then perfect set up only out of sheer desperation(damn sure not getting that brd or good whm to go along with it).
Each job could do the same things just with different flavors and still be equal. Really as it is right now not much reason to have more then 3 jobs when all that is ever needed is mnk, whm, brd. I mean you have only to look at the dev post about shields and see how it is not the best players will not even consider it, SE tried and even stated that they went out and made Beatific Shield +1 close to Ochain by about 10% and it is still not even really considered for events. Parties will wait for a pld with Ochain then take a pld with out would be the case if it was 5% behind.
Then we can look back to the 75 day and look at sam. It wasn't the best DD or the most damage, many jobs could come really close to it or even kick the crap out of it with the right gear but being the best wasn't why it was taken over other DDS. The reason sam was taken was it was simply to hard to mess up so that even if you got a Dee Dee hat on foot moron, chances were he was still going to be better then a derp on any other job. It was the safe bet, when dealing with pugs or people in general and trying to put together a event of 18 + people you just went with the safe bet.
While you think that feel good non sense works, it doesn't(hasn't since CoP). If a DD or healer isn't equal it is trashed and the player base takes the best why do you think every other MMO doesn't do this BS and try to get jobs to the exact same level. Other MMOs don't get it right all the time but they come closer to balance then FFXI will ever get(with most of their balance issues coming from PVP). What is so fun about taking the exact same set up to the fight every single time or only resorting to taking the less then perfect set up only out of sheer desperation(damn sure not getting that brd or good whm to go along with it).
Each job could do the same things just with different flavors and still be equal. Really as it is right now not much reason to have more then 3 jobs when all that is ever needed is mnk, whm, brd. I mean you have only to look at the dev post about shields and see how it is not the best players will not even consider it, SE tried and even stated that they went out and made Beatific Shield +1 close to Ochain by about 10% and it is still not even really considered for events. Parties will wait for a pld with Ochain then take a pld with out would be the case if it was 5% behind.
well we'll have to agree to disagree then. LSes,friends, and a lot of groups will take less than the 100 per cent perfect optimal jobs if they are at least within striking distance. And there are utility aspects to jobs which are hard to quantify. The problem is MNK is so far and ahead of pretty much everything (not just damage but survivability and utility) that people don't want to take chances. You say only about "10%" from Ochain - but 10% is TOO MUCH. That's a huge difference. If it was a 2% difference then I bet people would be 100% fine with it - but taking 10 per cent more damage is absolutely huge. That's why the playerbase isn't okay with it.
I have personally been in groups where people will take less than optimal. The problem is when the gap is TOO HUGE. Like the difference between a 4-5 song bard and a 2-3 song bard is SO BIG that people aren't willing to budge. I don't blame them.
Ravenmore
03-15-2014, 05:17 AM
well we'll have to agree to disagree then. LSes,friends, and a lot of groups will take less than the 100 per cent perfect optimal jobs if they are at least within striking distance. And there are utility aspects to jobs which are hard to quantify. The problem is MNK is so far and ahead of pretty much everything (not just damage but survivability and utility) that people don't want to take chances. You say only about "10%" from Ochain - but 10% is TOO MUCH. That's a huge difference. If it was a 2% difference then I bet people would be 100% fine with it - but taking 10 per cent more damage is absolutely huge. That's why the playerbase isn't okay with it.
I have personally been in groups where people will take less than optimal. The problem is when the gap is TOO HUGE. Like the difference between a 4-5 song bard and a 2-3 song bard is SO BIG that people aren't willing to budge. I don't blame them.
If it's to close why bother with the niche crap at all, 1% is the same as just equal. But then we go back to what jobs are the hardest to mess up. I can do better then many lolshout trash mnk on my blu but I had to out a lot of work into it anything less and the shout trash would come out on top. So it comes back to what is better when the guy behind the char is Dee Dee, good old lazy or just having a bad day.
Even among friends and LS mates time is the most important thing and if they feel that taking you on a sub par job isn't going to serve them, then they will just shout for a mnk and get one in a couple of mins.
As for the Oahain pld, I have gone with one of my LS Ochain plds on difficult SKCs runs were he has literately gone afk for some of the fight( was just there holding the mobs while the DDs pick them off) so I doubt a 10% difference would had done anything more then make him stay at his KB. People still shout and only take Ochain for that.
evanwimbish
03-16-2014, 12:38 PM
Any news on blue mage yet?
Tennotsukai
03-16-2014, 02:56 PM
I really hope some of these new job points are worth it on blu. More spell points, yes? Macc, spell dmg are already in merit g1 but more of it would be kinda nice.
I have a feeling one of these new JPs are going to affect sp1 (longer duration) so brace yourself for that disappointing feeling among first seeing that.
After some thinking, I have a feeling we are in for a disappointing update, as usual, this upcoming update. No Tourbillion/Barbed Crescent fix, no Macc changes, probably a bad 119 af2+1, and JPs will surely be crap. Perhaps, Ranger or Monk will see some awesomeness this upcoming update, but I really doubt we will see anything on blu.
YosemiteYogorockBlondelle
03-18-2014, 03:40 AM
Do you think Ravenmore is a bit harsh in her language when she posts here? Do you feel she she could swear a bit less in this thread/a bit less when she posts? Do you feel she bashes everyone who doesn't agree in her ways to how blu should be? Well the fact does still remain blu has MP therefore its still considered a mages job and mage jobs usually aren't considered to be a DD job. Monks don't have mp, which makes them more dd dedicated and one less part of the job that they do not have to worry about. If you love monk that much then just play monk instead of blu to which would be a common reply by others inside the game to the job with the comments ravenmore has suggested. I gather she is not one of the religious folks? Anyways, going off the thread a bit again. I would say, you shouldn't set up jobs to rely-on some one else/depend on others or that others will always be there to help you on blu with whm or supportive jobs to be able to set less job traits. I would also say the reason you shouldn't rely on others in your job because there is the fact that mishaps can happen & your blu's jobs instincts would end up defending for your self to stay alive. ravenmore seems to want ffxi to turn out to be like other games while forgetting how FFXI is suppost to be different then other games and how it's an MMO game. Anyways I know Ravenmore will be the one to blow back at me for something I have said here and she will feel her ego has been hurt and needs to defend it in someway? I just don't see anyway around what she thinks how blu should be with out here lashing back at us. I wont continue this any further her simply because now that i'm hardly on topic of this forum at all. Do any of you agree?
Selindrile
03-18-2014, 04:12 AM
While I rarely agree with Ravenmore, I don't think s/he is abusive or offensive or particularly egotistical. Opinionated, sure, but who here isn't?
Ravenmore is certainly no Inafking or even Draylo, whom I agree with positionally a little more often than Ravenmore, but no, I don't think that Ravenmore's posts are very abrasive, is about the normal timbre of post on this forum.
In fact I dislike your posts far more than Ravenmore's, mostly because of formatting/lack of spacing/difficulty to read and follow.
Tennotsukai
03-18-2014, 04:27 AM
Well, no Tourbillion fix but at least more spell points.
Ravenmore
03-18-2014, 11:07 AM
I have played many MMOs and seen how bad SE is at balance and how niche jobs or classes don't work due to human nature. The VW proc system was the closest SE has ever came to real balance and that was mostly a gimmick that forced you to take the weak jobs. It is up to the dev to ensure that jobs are needed or wanted in content other wise the player base will always go with most useful, the easiest to gear and hardest to derp.
I could just join the nerf mnk bandwagon but that doesn't really make things any better and doesn't solve the core issue. Once mnk is hammered down into the ground then the next job that is derp proof would rise and most likely would just be sam again.
YosemiteYogorockBlondelle
03-19-2014, 06:20 PM
While I rarely agree with Ravenmore, I don't think s/he is abusive or offensive or particularly egotistical. Opinionated, sure, but who here isn't?
Ravenmore is certainly no Inafking or even Draylo, whom I agree with positionally a little more often than Ravenmore, but no, I don't think that Ravenmore's posts are very abrasive, is about the normal timbre of post on this forum.
In fact I dislike your posts far more than Ravenmore's, mostly because of formatting/lack of spacing/difficulty to read and follow.
Problem Solved. I'll just stop posting on the forum's all together and leave it to the professionals or professional writters to be the only one's who write on the forums from now on. :mad: :(
Demonjustin
03-19-2014, 07:16 PM
Problem Solved. I'll just stop posting on the forum's all together and leave it to the professionals or professional writters to be the only one's who write on the forums from now on. :mad: :(It's not a matter of being a professional writer, just try to break some of it up here and there. I used to post a lot like how you seem to at times, which is a large mass of seemingly never ending text that just goes on and on. It's not something to leave over, but it is something you can fix if you think about it, just at the end of your post try to look back at it, find parts that don't necessarily need to be connected to one another, and space them out a bit with a few blank lines between. It may not be all that they were talking about, but I admit, it's something that has stopped me from reading some of your posts. Large masses of text just deter me. Either way, I hope you won't leave and instead will change this aspect a bit.
Mirage
03-19-2014, 07:21 PM
Problem Solved. I'll just stop posting on the forum's all together and leave it to the professionals or professional writters to be the only one's who write on the forums from now on. :mad: :(
Your posts are actually way easier to read now than they were to begin with. You'll need a bit of thick skin to post things on the internet, this forum is no exception. Ravenmore's posts are "fine. This stuff is completely off topic as well.
Selindrile
03-19-2014, 11:49 PM
Problem Solved. I'll just stop posting on the forum's all together and leave it to the professionals or professional writters to be the only one's who write on the forums from now on. :mad: :(
Do you not see the irony in this?
You: "Hey, can we all get mad at Ravenmore's way of posting online together?"
Me: "Ravenmore's way of posting is fine, in fact I'd consider yours more annoying." (a few likes)
Then you get upset that people are bothered at you the way you wanted them to be at Ravenmore.
Doesn't this strike you as a bit hypocritical? At the end of the day, none of it is a big deal to me, you asked my opinion and I gave it.
There are really no professional writers on here that I can think of, but some people make more of an effort for their posts to be readable, and it does help. But I in no way implied that you should leave the forum or that I disliked you personally in any way, I just said I dislike your posts more because I find them difficult to read and follow.
YosemiteYogorockBlondelle
03-20-2014, 12:09 PM
Your posts are actually way easier to read now than they were to begin with. You'll need a bit of thick skin to post things on the internet, this forum is no exception. Ravenmore's posts are "fine. This stuff is completely off topic as well.
Thanks for the confidence quote with a bit of cheering up and you seem to be a person with good qualities on life.
Now Lets get back to the matters of being blue. {depressed} =)) <-{A Laughing Emoticon.}
Well what I really mean is lets get back to the matter's at hand of getting the blue job to be fixed and we will all have different thoughts & opinions on how the job should be fixed, therefor all of us wouldn't necessarily come into a total agreement on how the blue job should be fixed.
Tennotsukai
03-20-2014, 11:51 PM
I wonder what the dev team has to say on blu's current state. Fix us
evanwimbish
04-30-2014, 07:20 AM
Well... Job points addressed 1/3 if the issue... Still need more blue spell slots !!!!!!
Tennotsukai
04-30-2014, 11:54 AM
Well... Job points addressed 1/3 if the issue... Still need more blue spell slots !!!!!!
What are some adjustments you think blu deserves the most now?
Spook
04-30-2014, 05:55 PM
I don't agree with OP at all. I don't care if it is annoying proccing in VW, then that issue should be fixed by making less BLU spells proc it. There should be a downside to being flexible.
YosemiteYogorockBlondelle
04-30-2014, 06:48 PM
I don't agree with OP at all. I don't care if it is annoying proccing in VW, then that issue should be fixed by making "less BLU spells" proc it. There should be a downside to being flexible.
Are you suggesting having less blue spell's as a processor?
Mirage
04-30-2014, 07:39 PM
No, he isn't.
Ravenmore
04-30-2014, 09:37 PM
I don't agree with OP at all. I don't care if it is annoying proccing in VW, then that issue should be fixed by making less BLU spells proc it. There should be a downside to being flexible.
Sure I would agree with you if not for mnk and how SE was creating content that catered right to it. They have backed away from that a bit with delve 2.0 but not they didn't really solve the problem.
Tennotsukai
05-01-2014, 01:32 AM
We need new spells!!!
YosemiteYogorockBlondelle
05-01-2014, 02:04 AM
We need new spells!!!
We actually already have plenty of blue spells but I'd rather see them updating\changing how the old spell's to be more usable again, rather then just keep piling on more & more newer blu spell's.
Tennotsukai
05-01-2014, 02:49 AM
We actually already have plenty of blue spells but I'd rather see them updating\changing how the old spell's to be more usable again, rather then just keep piling on more & more newer blu spell's.
That makes sense too, but we've been told to look forward to more spells. It's my little hope that blu maybe a popular endgame dd for once.
evanwimbish
05-05-2014, 12:19 PM
We need absorb tp, we need more enhancing spells with good potency and long duration, we need more blu slots to equip magic, we need more Eco system magic! as well as blu specific job traits! Looking forward to the next update!
Demonjustin
05-05-2014, 12:53 PM
I may just be a bitter **** but... really, BLU ain't that bad off. I mean, you're talking about needing more spells, more buffs, more traits, so on, I can't say whether it does or not but the reject cousin known as RDM who's also a Melee/Mage hybrid isn't feelin the love any more than BLU is, if anything, you at least got new spells, more points, and generally useful things since the release of Adoulin where as RDM hasn't.
I know, BLU thread, not RDM, just... needed to get it off my chest that BLU is getting/has gotten some stuff in Adoulin when it comes to direct job improvements/adjustments where as RDM, not so much.
I can understand your feeling Justin, but i don't think its useful for unloved jobs to be bitter at each others requests.
I can understand your feeling Justin, but i don't think its useful for unloved jobs to be bitter at each others requests.
Word^^
There are a plethora of jobs that needs adjustments atm; no use ripping at one anothers request; I mean, they want additions just like everyone else. It is not their fault rdm has not gotten much. personally, i do not understand this bitterness at one another. Someone makes a request, then another player enters the conversation and implies that another individual's request is not warranted. Personally, i may disagree with someones stance, but i try to respect their suggestions and keep an open mind (Unless they are provoking me XD, lol). Blu may not be that bad off; but it aint that great atm neither. It is all subjective; we all are entitled to our suggestions. Blu, rdm, nin, run, dnc, bst, and pup could use some love.
personally, I think we need a big update sometime soon. There are too many flawed jobs out here; these small/rapid updates are not cutting it atm. This is just my opinion. On every thread, there is a complaint or suggestion due to a flawed job. This is madness guys/gals, lol. For instance, look at the general discussion category; the first threads are complaints, lol. Same with the job threads.
evanwimbish
05-07-2014, 07:32 AM
Lol I have 2 rdm mains and 2 blu mains , redmage got a bunch of great updates. "Increases sword enchantment damage" has been popular , not to mention the recent update to all it's merited spells via 119 relic, blu def has been sucking lately vs other jobs and the new armors for blu kinda were a big whomp whomp whomp for me... I liked the idea of the breath magic Dmg increase from the relic armor but it still sucks (breath Dmg is based on max HP with a divider depending on each spell) and the new blu armors have a decent supply of HP but nothing life changing... None of the armors increase blue magic points (enhances assimilation is 15% magical crit rate) and ect... I love blue mage either way and redmage too! But would like some blue revamps
Demonjustin
05-07-2014, 09:30 AM
Lol I have 2 rdm mains and 2 blu mains , redmage got a bunch of great updates. "Increases sword enchantment damage" has been popularDo tell, I fail to remember them. The only gear with that stat on it is mage gear really, like the Umuthi Cap, items which we lose damage by using rather than gain damage because it's a mage piece with Haste rather than a real melee piece with that as a bonus. A RDM for instance will do much better with Lithelimb than Umuthi, or Buramenk'ah than Egeking.
not to mention the recent update to all it's merited spells via 119 relicThat's not really an update, since the augments were on the previous Relic since they were released and it changed nothing because of that. When I'm saying RDM didn't get any changes I mean that our spells haven't been enhanced, our job hasn't gotten new spells, Enfeebling hasn't been made to be more useful in content in a way that makes RDM more viable than another, and our Job Points, the one direct thing the Job itself got, were terrible in the first wave. I won't say that there's not a chance this changes soon, but compared to BLU's Blue Mage Points in it's Job Points, the new Spells BLU got from Adoulin mobs, and so on, there's a difference between what RDM & BLU got, a big one.
None of the armors increase blue magic points (enhances assimilation is 15% magical crit rate) and ect...Job Points increased Blue Magic points though.
I love blue mage either way and redmage too! But would like some blue revampsI was just throwing out there that RDM needs it too. It's a BLU thread in general discussion, and while I don't mean to hijack or divert the thread in any way I did feel it needed to be said that BLU has at least been getting some job improvements, unlike RDM.
Malithar
05-07-2014, 04:47 PM
Enfeebling hasn't been made to be more useful in content in a way that makes RDM more viable than another
Just wait for the Poison change!
..Oh wait. :( <3 a good Rdm, but I've been left thinking Rdm has been set aside in a way similar to Bst, Pup, and Dnc for the past...very long time. Still a fun job, just not overly useful for most things. :/
Don't forget RDM shared in the +magic damage bonanza, blu didn't. As much as RDM complains about not being able to melee, BLU's magic side is utterly gimped. Most of our buffs are self target only, our enfeebles largely land on essentially nothing that matters, our stuns are nerfed for modern bosses, and don't even get me started on MAGICAL BLU spells, talk about spend an eternity casting for less than 500 damage and an underwhelming enfeeble that will probably not proc for more than 5 seconds if at all.
At least someone will bring you along in delve to stun. Good luck hitting a blu stun consistently for any manner of time. (and yes I know about absolute terror! Glad we have something going for us.)
Lithera
05-07-2014, 09:36 PM
Sudden lunge does work on the shark though at least on the WKR version.
evanwimbish
05-08-2014, 12:37 AM
Lol well here we go....
Uk'uxkaj boots - enhances enfeebling magic effect (increases potency) blu can't equip however all other mage jobs can, successfully boosting enfeebling magics
Redmage empy body does the same
Blu never received a way to boost their potencies..and these changes were made a very long time ago, can blu also have a way to boost their magical spells other than convergence (10 min job ability)
Seekers of adoulin ghost fire cape increases sword enhancement Dmg
The new port jeuno rdm sword egeking increases sword enhancement Dmg
The new delve head umuthi hat
Off hand kraken club (obtained by using login points for bcnm)
Use tons of acc armor and store tp (example would be the new aetosaur set)
There are tons if ways to play red mage as well as blu, however my redmage is overpowering my blu atm and my blu
Has almost every armor / weapon blu can equip from snow belt/gorget soil belt/gorget for weapon skills mimesis, usonmunku , +40 store tp 17% trip attack 24% dbl dual weild III ect ect..
I read the forums, use equipment suggestions ect.
Redmage has had many many improvements over the past 3 years such as it's revamps on elemental casting times to things such as "slow will now have more effects on NMs" ect, they gave redmage ways to boost str and dex and int ect for +25 stat, which helps land magics as well as things like the new regen club for redmages regen II, they recently increased spikes Dmg thru armor, redmage has archery skill and can use new bows for ranged attacks but yet we as blu still don't have a decent throwing weapon, redmage got to equip the fancy new skirmish shields.... The list goes on....
I simply am just asking for se revamps on blu stuff , redmage is doing pretty good atm
evanwimbish
05-08-2014, 12:41 AM
And as for sudden lunge... When I solo/trio box delve areas; sudden lunge effects NMs1-5
But only does Dmg and no stun effect on the bosses also, sudden lunge will only work about 5-10x on NM before they start to only take damage and stun won't proc
evanwimbish
05-08-2014, 12:42 AM
And absolute terror + elemental seal has no effect on bosses
Damane
05-08-2014, 01:46 AM
And as for sudden lunge... When I solo/trio box delve areas; sudden lunge effects NMs1-5
But only does Dmg and no stun effect on the bosses also, sudden lunge will only work about 5-10x on NM before they start to only take damage and stun won't proc
this has been the case allready pre adoulin and quiet noticeable and its the way its intended to work, sudden lunges stun power goes down with every move.
I think the main problem with physical spells and additional effects of them is:
A.) you have the land the physical spell
B.) you need enough M.acc to land the addtional effect
which means on any high end stuff you need a crap ton of acc and m.acc in your gear to get both, which is near impossible, since last I checked there arent many pieces that sport Acc and M.acc in large masses on them :/
Demonjustin
05-08-2014, 02:56 AM
Lol well here we go....
Uk'uxkaj boots - enhances enfeebling magic effect (increases potency) blu can't equip however all other mage jobs can, successfully boosting enfeebling magicsA piece of gear, not a direct job enhancement which is what I was talking about. If I went through gear you've obtained I'd have to list a bit more, but even if I count this as something we got it's very minor. A piece with no Magic Accuracy, low MND/INT, and only a 5% boost is hardly something to be joyful about. This 5% boost works in the same way Saboteur does, 5% of the current potency, this means if my Paralyze would originally have a 30% Paralyze rate these feet raise it a whole 1.5%. This is hardly worth mentioning in the end either way.
Seekers of adoulin ghost fire cape increases sword enhancement Dmg
The new port jeuno rdm sword egeking increases sword enhancement Dmg
The new delve head umuthi hatNot a single one of these pieces beat out a melee based alternative. The back piece fails to increase damage enough to surpass the benefit granted by Atheling, the Umuthi Cap is no different in this regard, losing to almost all other melee oriented heads RDM has access to, and the Sword has too low of base DMG to be anything outside of an offhand for RDM's who can't obtain Bura/Anahera as I addressed in this post (http://forum.square-enix.com/ffxi/threads/41326-The-RDM-Update-Thread.?p=506133&viewfull=1#post506133).
Off hand kraken club (obtained by using login points for bcnm)What? Why is this relevant?
Use tons of acc armor and store tp (example would be the new aetosaur set)
There are tons if ways to play red mage as well as blu, however my redmage is overpowering my blu atm and my blu
Has almost every armor / weapon blu can equip from snow belt/gorget soil belt/gorget for weapon skills mimesis, usonmunku , +40 store tp 17% trip attack 24% dbl dual weild III ect ect..
I read the forums, use equipment suggestions ect.Aetosaur? You mean that set both RDM & BLU can use? Espial's the same way. In fact, when you look at melee gear everything good that RDM can use is almost universally useable by BLU as well, but then BLU gets all of the specifically light DD sets too like Thaumas, Qaaxo, Manibozho, Iuitl, and so on. I'm not saying BLU is perfect but it's not as though RDM has been all the gear in the world it could use and at the same time BLU has been missing out on these things.
Redmage has had many many improvements over the past 3 years such as it's revamps on elemental casting times to things such as "slow will now have more effects on NMs" ect, they gave redmage ways to boost str and dex and int ect for +25 stat, which helps land magics as well as things like the new regen club for redmages regen II, they recently increased spikes Dmg thru armor, redmage has archery skill and can use new bows for ranged attacks but yet we as blu still don't have a decent throwing weapon, redmage got to equip the fancy new skirmish shields.... The list goes on....Elemental casting times I admit, large boon in our direction, but it's all elemental magic not just RDM, our's doesn't stand out at all. Slow affecting the attack speed of mobs which use TP based attacks for normal attacks was only applied to a few zones, and if I remember correctly, only the new Delve NMs, but also Slow isn't that useful to begin with these days. Boosting our own STR/DEX/INT for 25 is great, I admit, the Regen Club is +10% Potency literally raising our Regen II from 12, to 13 on the other hand. I don't know why you bothered to mention Archery as though it were useful, shields I give more credince to but it's a minor thing as well since we still can't make much use of them. (http://forum.square-enix.com/ffxi/threads/39858-Shield-Skill)
In either case if we're talking 3 years I could give you a list of things BLU got much larger than that of RDM. The point I'm making isn't as extenuating as 3 years however, I was just saying since Adoulin's release BLU has gotten more direct updates to itself, it's spells, it's abilities, and so on than RDM has. RDM's largest changes it was affected by were Elemental Magic and Enfeebling Magic, the former of which benefited other jobs more than RDM since our cast speed was our advantage which no longer serves much purpose due to everyone casting insanely fast, and the latter of which only made resists less damaging to us all the while affording the debuffs themselves no more usefulness than they had previously had.
I simply am just asking for se revamps on blu stuff , redmage is doing pretty good atmI know, and as I said I agree BLU needs updates, just it's cousin job needs them too because we're feeling what I perceive to be even less love over here.
Lithera
05-08-2014, 04:45 AM
The only problem is most RDMs are not going to meleeing unless they're soloing. I'm sorry to say it, but I think you are in the minority in that need for a fix. Most RDMs would probably just be happy to have their niche back. Not that SE seems to be wanting to fix even that. At least RDMs doesn't have to pick and choose which spells they want to use in order to actually be useful. RDM doesnt have spells that are broken even before you add in the maths for damage ect. Then there is the whole buff/debuffs wearing quickly with high mp costs. SE gives blue new spells to try and distract them from the crap that is broken.
evanwimbish
05-08-2014, 06:45 AM
I agree! The reason i listed all that stuff is because i throughly play both BLU and RDM equally... I play magical blu , pdt blu, melee blu, support blu, fisherman blu, tank blu, ect and i can do the same with redmage, redmage is doing just fine and blu needs revamps! Please SE revamp the blu spells, add more blu slots, and get rid of the 1 min recast timer for equipping magic!
evanwimbish
05-08-2014, 06:55 AM
As for the kraken club redmage + enspell....
Enspell dmg 30-65 per hit and occasionally attacks 8x while spamming cdc totally makes redmage melee fantastic however kraken club will wiff without tons of acc on seekers of adoulin enemies, which is why i suggested the aetosaurs armor because it gives store tp and acc in high amounts. Store TP ,enspell, +enspell dmg gear and spam cdc every 5-7 seconds...
Blu does not have this luxury.
Tennotsukai
05-09-2014, 06:52 AM
I wish they'd take a break from new content (except new blu spells) and make an update just for fixing these jobs that are in so much need of rebalancing.
evanwimbish
05-10-2014, 12:14 AM
SE is never going to comment on this post bwah!!!!!!?!??!
Please eliminate the 1 min recast timer / cool down in between Equipping blu magic
Please add more blue slots
Please add more blue magic to balance out ecosystems
YosemiteYogorockBlondelle
05-12-2014, 05:35 PM
They have there fix to the job by pushing us to use the job points system as there ideal way to adding the job fixes for all jobs including blu.
There to busy with mindset that all new content is the best route to Adoulin type of stuff and believe that is what we want the most of the current game.
There to busy with to many forum topics coming though to look at them all and cannot keep up with them all and to add to it they have to do the other language forums to boot the to busyness to read our posts on such topics.
There to busy with FFXIV on the side of FFXI.
I doubt they will even glance at my fixing the use of chocobo's thread into being more useful these days too.
I bet you guys probably can guess other stuff to reasons why they wouldnt look?
YosemiteYogorockBlondelle
05-15-2014, 10:18 PM
:eek: Blue Mage Adjustments to job traits + spells!
The applicable job trait gained when setting a blue magic spell now displays in the help text along with its accompanying value.
The following job traits will become incrementally more potent depending on the total of set blue magic job trait values displayed in the help text.
Physical Attack Bonus / Defense Bonus / Evasion Bonus / Accuracy Bonus / Magic Atk. Bonus / Magic Def. Bonus / Conserve MP
and.........{job points system}....>
Blue Mage Unbridled Wisdom Effect Enhances the potency of Conserve MP while under the effects of Unbridled Wisdom.
Enhance potency by 3.
Burst Affinity Bonus Increases blue magic spell damage while under the effects of Burst Affinity.
Increase damage by 2.
Finally a small tidbit of changes have come to pass but it's not yet what we expected as the topic we have posted the most about the job in here.
evanwimbish
05-16-2014, 12:22 AM
All of it was garbage. Attack bonus 3.5 included due to the absurd amount of spells you need for +42 attack...
evanwimbish
06-07-2014, 02:41 PM
Please remove the 1 minute recast timer between equipping spells, If pup shouldn't have to wait, neither should blu.
Please add 10 blue magic spell points and 5 new slots, because we went from level 99-119 and did not receive any other way to increase these stats, it leaves the job unbalanced versus other magic jobs.
Please add more learnable blue magic for our Eco-system.
With the next version update approaching please consider any of these ideas to be implemented as well.
Blu mages that read this post; please click the star to like this post, so the dev team gets this fixed right away!
Camate can you give us some feedback about these current issues?..
Tennotsukai
06-08-2014, 10:48 AM
Not as important, I wouldn't mind hearing something about new blue magic as well.
As a bst, my job is also predicated on the ecosystem, I feel ya'll pain :(
evanwimbish
06-24-2014, 02:06 AM
The 3 new blu magic spells SUCK for the July VU and here is why
One is a 4 hit physical magic most likely for 6 points with dome stupid job trait like clear mind
One is an AOE wind which we have like 3 AOE winds already, I'm already doing 4k Dmg with 3-5 second recast on tempest.... Why not give us Ice AOE, or dark...
And the third version of haste for blu....
Going to mess up dual weild 3 , unless this spell adds dual weild for 6 points which would also suck and really only help out with animating wail or mortal rays 5 point cost... If it does not add dual weild,and something stupid like "auto refresh" then eeeeewwww
I very much hope the 3 new spells come in with 3 brand new job traits, as well as MORE BLUE SPELL SLOTS... If not then why introduce 3 pointless blue magics and not fix things like "water bomb was broken 2 months ago and now I can't silence tier III eft morimar with it",or ,please eliminate the 1 minute timer Inbetween equipping blue magic because zoning to get my spells on shouldn't be the only other way to do it..
Sixtythree
06-24-2014, 03:19 AM
The 3 new blu magic spells SUCK for the July VU and here is why
One is a 4 hit physical magic most likely for 6 points with dome stupid job trait like clear mind
One is an AOE wind which we have like 3 AOE winds already, I'm already doing 4k Dmg with 3-5 second recast on tempest.... Why not give us Ice AOE, or dark...
And the third version of haste for blu....
Going to mess up dual weild 3 , unless this spell adds dual weild for 6 points which would also suck and really only help out with animating wail or mortal rays 5 point cost... If it does not add dual weild,and something stupid like "auto refresh" then eeeeewwww
I very much hope the 3 new spells come in with 3 brand new job traits, as well as MORE BLUE SPELL SLOTS... If not then why introduce 3 pointless blue magics and not fix things like "water bomb was broken 2 months ago and now I can't silence tier III eft morimar with it",or ,please eliminate the 1 minute timer Inbetween equipping blue magic because zoning to get my spells on shouldn't be the only other way to do it..
You could always sub /NIN and get Dual Wield 3; save yourself like 15 or so points and a handful of slots. What is it exactly that you get from /DNC or /RDM that a decent healing job in your party can't supply in an organized endgame activity?
I'm genuinely looking forward to Erratic Flutter and the 4-hit spell. Not all spells were created equally, BLU has specific spells that move the job forward and I'm hopeful that 2 out of 3 of these spells will be worth casting.
Can the devs please also reduce the number of voidwatch proc spells for blu now? There is NEVER a second blu in voidwatch now, and even though I fill every slot with procs I can't hit them all. I hate feeling useless/like a failure when a proc is really needed and I can't provide it because it is on a long timer to swap.
mattkoko
06-24-2014, 03:46 AM
The 3 new blu magic spells SUCK for the July VU and here is why
One is a 4 hit physical magic most likely for 6 points with dome stupid job trait like clear mind
One is an AOE wind which we have like 3 AOE winds already, I'm already doing 4k Dmg with 3-5 second recast on tempest.... Why not give us Ice AOE, or dark...
And the third version of haste for blu....
Going to mess up dual weild 3 , unless this spell adds dual weild for 6 points which would also suck and really only help out with animating wail or mortal rays 5 point cost... If it does not add dual weild,and something stupid like "auto refresh" then eeeeewwww
I very much hope the 3 new spells come in with 3 brand new job traits, as well as MORE BLUE SPELL SLOTS... If not then why introduce 3 pointless blue magics and not fix things like "water bomb was broken 2 months ago and now I can't silence tier III eft morimar with it",or ,please eliminate the 1 minute timer Inbetween equipping blue magic because zoning to get my spells on shouldn't be the only other way to do it..
So I know I am late to this thread. Mainly because I have been playing the game and/or at work. But on a day off, now we have maintenance. Anyway, Reading through a lot of your posts, I really disagree with a lot of what you say. And Your attitude toward a lot of things is really depressing. For instance, in this post, you are already bashing new spells before they are implemented. You asked for more spells, SE gives you the plan of more spells and you bash them literally the day they are announced. Wait until they are put in, then try them out, then give feedback. Stop being so damn negative. And to be clear, they stated that Erratic flutter would increase attack speed. Haste in general increases not just attack speed, but timers as well. Meaning animating wail and Erratic Flutter will probably stack, making it not a third version of haste.
As far as your comparison to rdm goes, by the way I really don't care for how you mention your experience of leveling 2 blus and 2 rdms, because experience does not always make you good. And this is my reasoning for why. You say that rdm has actually got stuff, but please I would love to hear how many event you have been able to attend on rdm. Rdm may have got updates but none of them have put them in the event picture. That is until next update hopefully. Blu on the other hand, I have been to countless events on blu, making myself useful in the new higher tier battle fields, some delve and so on. And all of those events, whether I have been blu, whm, war, or drk, I have never seen a single rdm. The main problem I have with your post, is you make it sound like blu sucks. And it really doesn't suck at all. It may not be the best, but it certainly is not the worst.
I refuse to go further into this mainly because demonjustin already has made those points and I don't want to be redundant. Right now, all I ask from you is to at least give the spells a chance to be implemented before you bash them. And dammit stop being so negative towards blu, because I have done things to make my blu work, and if you try, I am sure you can to.
Tennotsukai
06-24-2014, 04:04 AM
I hope they fix some of our broken spells this upcoming update. I'm very excited about our new spells though
Sixtythree
06-24-2014, 07:23 AM
Animating Wail also reads, "Increases Attack Speed". I'm hopeful Erratic Flutter is simply and nothing more than Haste II for BLUs. No comment on Dual Wield trait, but it would be logical for them to add that trait and give it a 6 point set cost. I'm sure my opinion is likely not the most popular but realistically I can't be too off.
evanwimbish
06-24-2014, 07:48 AM
Ummm the new haste is def not going to stack with the old haste..
My blue has +300 magic attack bonus... And 3000--6000 cdc....
My blu/sch does 2100-2700 thunder 1
I've given blu all my attention and I am amazing at blu.... People ask me how to use blu on my server all the time when they see me in action... I solo outer raka skirmish with my blu for profit.. Mattkoko I think you might want to give blue a try and fully test things before you try to leave a "know it all" statement such as that.
Firstly I highly doubt they will let hastes stack, it would ruin the game mechanics.
Secondly, this post was made to improve bugs which have been created out of no where,and then never fixed. I am definitely not going to just sit here and pay money to watch something break and then not have a repair man fix it, with little to no explanation. (Such as blue magic spells) and then when they say something like "we want your feedback" DUH Im going to leave Some feedback!
Again the 3 new blue spells are remixes of stuff we currently have better versions of.
Yeah the idea of new blue magic is drool worthy, but think of the down the road effects.
As I said my tempest upheval does 6000 damage on certain skirmishes and enemies weak to it, no I don't think a lower or equal version of it is necessary
I can get haste 2 from a redmage
And if I spam 2---3 k /sch nukes as blu then why waste the MP on physical blue magic? Until they give blu physical magic higher attack values like before vs all these super high HP enemies, then what's the point of spamming blue physical magic unless ur enfeebling with delta or barbed or SL....
Wear x2 seekers of adoulin clubs with magic attack + and magic hammer over fills my MP, so I am not turning this into an MP argument however I would still like to see more blue slots, a more diverse elemental blue magic AOE selection , and a spell that actually would deal Dmg with physical blu magic, hits 4 times is going to be like all the others that do it currently.
I liked that they added new spells that grant traits by setting just 1 spell. But, none of those spells or the traits were really worth sacrificing spells from our old sets to get them. :/ Still, just the fact they were willing to go in that direction was a good sign.
I'm really hoping one of our new spells will grant Dual Wield or Double Attack with just 1 spell, thereby freeing up some points and a spell slot. That would be awesome. So the first spell grants the trait, the second enhances it to the next tier (as if you had set 3), and so on, granting TA with just 3 spells and DW III with 5.
Or they could be REALLY generous and give us spells that grant DW III or TA with just one and at a spell cost bargain. That would be really nice of them. They're not gonna do it, though. Cuz, you know, giving BLU easy access to traits without jamming our spell lists with useless crap would destroy the "balance" of the game and suddenly make us ridiculously overpowered, amirite?
mattkoko
06-24-2014, 11:29 AM
Ummm the new haste is def not going to stack with the old haste..
My blue has +300 magic attack bonus... And 3000--6000 cdc....
My blu/sch does 2100-2700 thunder 1
I've given blu all my attention and I am amazing at blu.... People ask me how to use blu on my server all the time when they see me in action... I solo outer raka skirmish with my blu for profit.. Mattkoko I think you might want to give blue a try and fully test things before you try to leave a "know it all" statement such as that.
Firstly I highly doubt they will let hastes stack, it would ruin the game mechanics.
Secondly, this post was made to improve bugs which have been created out of no where,and then never fixed. I am definitely not going to just sit here and pay money to watch something break and then not have a repair man fix it, with little to no explanation. (Such as blue magic spells) and then when they say something like "we want your feedback" DUH Im going to leave Some feedback!
Again the 3 new blue spells are remixes of stuff we currently have better versions of.
Yeah the idea of new blue magic is drool worthy, but think of the down the road effects.
As I said my tempest upheval does 6000 damage on certain skirmishes and enemies weak to it, no I don't think a lower or equal version of it is necessary
I can get haste 2 from a redmage
And if I spam 2---3 k /sch nukes as blu then why waste the MP on physical blue magic? Until they give blu physical magic higher attack values like before vs all these super high HP enemies, then what's the point of spamming blue physical magic unless ur enfeebling with delta or barbed or SL....
Wear x2 seekers of adoulin clubs with magic attack + and magic hammer over fills my MP, so I am not turning this into an MP argument however I would still like to see more blue slots, a more diverse elemental blue magic AOE selection , and a spell that actually would deal Dmg with physical blu magic, hits 4 times is going to be like all the others that do it currently.
My reply was hardly a know it all reply. I am just saying that you bash things before it gets implemented. I never said you were a bad blu. But you are making it sound like a shit job. And I have tried blu thank you very much. I have been playing it for 8 years. It was my second 75 after drk. But You are crazy if you are saying that rem is better off right now, because right now, if a rdm is in any of the big events, all it is is a flat tire. bed can haste, refresh and give acc. rdm can do some of that but not enough to replace a brd. And rem can't heal very well when there best spell is cure IV. Rdm can cast para and slow but most big bosses either resist that, or the whm can take care of that. So yeah, rdm has got stuff, but it is still lacking a lot in endgame no matter how you try to spin it. Blu on the other hand has been able to find places in endgame content. I know I have anyway. I am a great blu too. The fact that you tell me to go test it out insults me. And the fact that you say you can do all of that stuff proves my point that blu is hardly lacking like you claim it is. If you want to see a know it all comment. Look at yours. Because you apparently know that the new blu spells are going to suck before they are implemented. So you saying I sound like a know it all is pretty hypocritical.
Now aside from that, I will give you that the new wind spell may be a little redundant, but you also don't know if they are going to be adding more spells soonish. I highly doubt this is all we are getting. As far as physical spells go, it is kind of hard to not make similar physical spells. I honestly would love it if they made another high dmg single hit physical blu spell soon because blu/thf is still one of my favorites. Anyway, now we get to the one that increases attack speed. Again, you or me do not know how that spells is going to work, so therefore we cannot make a judgement on it.
See my problem with you is that you are leaving all this negative stuff about blu. Poor blu, blu never gets anything. You say you do all of that stuff with blu and that you are an amazing blu and i can only take your word for it. And I have no right to judge one way or another since I don't know you. But how you worded a lot of your posts through out this thread just made you sound like a crybaby that complains about everything before they even try it. Maybe you didn't mean to sound like it, but that's what I took from them.
evanwimbish
06-24-2014, 03:41 PM
You don't have to take my word for anything. This post was made to correct the current issues with blue mage. Current issue; the new spells being released for blu are subpar in comparison to other enemy weaponskills, remixing stuff we already have access to is not great, we still have time to give them suggestions such as blue magic with regain or absorb TP, or enhancing magic blue spells with longer durations. I never crybaby, I always fully explain where I'm coming from, identify the issue, and then present solutions. All you did was read a preexisting forum and then complain... aside from being an instigator, fully explain why you don't understand someone else's idea instead of into turning it into something completely different. 20+ people agree with my original blue mage post which was "blue mage needs some revamps", and speaking as a veteran blue mage I totally would welcome a more diverse spell selection versus revamping preexisting ideas. Also, the only reason I brought Red Mage up in my earlier posts is because I equally devote my time to both and enjoy playing both jobs, the job Red Mage is very close to the Job Blue mage so it was the easiest comparison I could make versus another job. Any further comments create another thread on why you disagree with player ideas however, keep this post for suggestive blue mage ideas, or your own spin on the version update, but it really does not interest me to bicker with a complete stranger over my ideas, because then that would turn me into a "cry baby" versus sticking to the fact of these new blue magic spells aren't very progressive with the job.
Ravenmore
06-25-2014, 07:16 AM
You could always sub /NIN and get Dual Wield 3; save yourself like 15 or so points and a handful of slots. What is it exactly that you get from /DNC or /RDM that a decent healing job in your party can't supply in an organized endgame activity?
I'm genuinely looking forward to Erratic Flutter and the 4-hit spell. Not all spells were created equally, BLU has specific spells that move the job forward and I'm hopeful that 2 out of 3 of these spells will be worth casting.
Wow you are pretty far out the loop huh. Going nin, dnc, or rdm to any group content is waste of space and nins DW3 doesn't come close to giving up all the goodies /war gives or the magical dmg output of /sch spells. Going /dnc is only good for dyna procing, and using the freed up points and slots for TH. I agree the new spells are vomit worthy and I highly doubt we will get a full version of haste II if Erratic Flutter is indeed supposed to be our version . If by some chance we do get a full on version of haste II then what good would it really do outside of solo. Instead of introducing new spells I would be happier if they fix how our current phy spells worked against high level enemies, increased the duration of our buffs, and fix the spells broken since forever.
yeah I am happy we are at least getting (hopefully) haste II
but I really want to see all BLU spells fixed and increased in power so that I can make interesting decisions about what to set. Right now most stuff is just garbage so I'd be dumb to set it ever.
Tennotsukai
06-25-2014, 09:52 AM
They did ask us to make a list of spells and enemies that the spells fail on in my "is there a reason" forum. That was the last the community reps have stated anything about fixing any of our spells. Feel free to add to it. Personally, I'd love to be able to use spells like Tourbillion and Barbed Crescent.
Metaking
06-25-2014, 10:07 AM
isnt Erratic Flutter an aoe fire dmg move + haste >.>;
I believe so, and it grants some nice haste^^
Those wamoura go bonkers after using that move.
Sixtythree
06-25-2014, 11:58 AM
I was curious of that as well (fire damage) I hope it's just Haste II so you don't have to rely on a target to cast.
[edit] The more I think about it, the spell descriptions are generally very honest with what the spell does. For example:
Subduction (Lv. 99, Recast time: 5 sec.)
Deals wind damage to enemies within range. Additional effect: Weight.
evanwimbish
06-26-2014, 08:08 AM
Ravenmore really summed it up with the /dnc /nin /rdm statement, all those used to be good , but now suck, I recently tested all of them to try the save points route, and it really made no difference. I do agree with the /war and the dmg output with it, if your a melee blu, then you def would want to /war so you don't need to equip double attack, and the attack +25% and 10% or whatever from the two job abilities stack with natures meditation and then red curry +1 with Usonmunku x2 attack rank a are amazing for dmg aside from REM 119 afterglow, however I really really really really really really really have been enjoying bluemage /scholar lately because my tier 1 nukes are doing CRAY damage on every enemy including delve bosses... I currently am doing my whole linkshell with this blu/sch set up and everyone is extremely pleased with it. doing 2-3k dmg from a tier 1 nuke (ANY tier 1 nuke) is great, and watching charged whisker hit for 9k dmg is fun... but this route only works if the enemy does not resist magic, so you need to make DD and MAB macros which is a lot of work but fun overall... with that being said, I overlooked the recast timer on that new blu wind magic 5 seconds is decent so I might swap tempest upheaval out.. but haste II and the physical one don't look that appealing to me atm...
as for my magic attack bonus set up I would like to explain what I'm using so that way you don't have to take my word for it, you can try it out yourself..
currently I'm using x2 delve kamhir drift clubs with type A path ( magic attack bonus and magic damage both effect the power of magical damage, swords not so very much...) my reasons are because when I looked on bgwiki they listed the highest value for magic damage and magic attack bonus in the "clubs" category
my ammo is Dosis tathlum (magic damage +13) I currently did some testing with "magic damage" and I determined it gives about 3x the amount listed in added dmg to your spells an example. if I take the ammo off and use fire on a leech in foret then I do 2432 to a leech (4x in a row) if I put the ammo on I do 2481 in fire damage (light day/rain weather btw, just tested it for this purpose only and I didn't have food or any thing special) anyways, I figure the damage between the 2 amounts is = 49 if you divide that by 13 you get 3.76 so for this example the ammo gives 3.76 x the amount listed in magical damage.
before I go any further I should probally mention the reason my fire is so potent is because I'm /sch,, the elemental magic skill is at what a typical 99 job would be at level 99 under dark arts so because of my armor my magic spells are cray.
hagondes set +1 5/5 with magic attack bonus auguments 125+ magic attack bonus total auguments (does not include the native MAB from armor bonuses)
friomisi earring MAB +10
hecates earring MAB +6
Stoiheion medal MAB +8 (unless I'm casting stone magic then I use quanpur)
acumen ring MAB +4
strendu ring MAB +4
cornflower cape MAB +15
I use answang sash as part of my macros for magic attack bonus just in case I don't feel doing day /weather however my macro set up is
I use 3 boxes for my magic attack bonus that equips all 15 pieces of armor, then the line above it equips my elemental obis from sea " fire, earth , wind , water, ice, thunder, light, dark"
so I press the 3 macros for MAB and then click up and select the element, then I use weather and day effects to power up my magic, with the new magic attack bonus food....
doing all this allows me to solo skirmish because my tempest upheaval does 5k+ dmg on the cricket or behemoth
I cleave any smaller enemy for 4000-10k dmg (recently I started using charged whisker, retinal glare has overlapping flash so I use haste x2 song and haste with minimal fastcast armor, thermal pulse , tempest upheaval for my magic attacks AOE, and then the rest are stuff for attack DD blu in case I have to swap armor.. but this works outside skirmish outer ra ka , it works anywhere..)
I have my relic bard on my other x box and my scholar on my laptop /follow me and spam enhancing magic 517 scholar phanlx and regen and then I cleave anything anywhere.... I also have a pdt x3 macro , a sword x2 with triple attack armor , double attack, store TP, critical hit set up macro x3 ect
the reason I am still complaining about the other 3 blu magic spells is because I'm persuaded to play as magic blu more often now to deal higher amounts of dmg on enemies... also all this gear works on red mage too, so sometimes I swap to kraken club redmage with the occasional MAB /dnc usonmonku enspells ect ... but I want some new enhancing magic's for blu's survivability, and some physical blu magic that will hit like 10x so it can actually deal dmg vs magical attacks which is how it used to be.... I remember having to use physical blu magic a lot more often as a blu, and now I'm having to find other methods of damage to keep up with other jobs so I can stay relevant in new content... most of my power as blu mage depends on what I sub, so it would be nice to see blu get some things that mage blue more relying on the main job of blu vs its subs.
YosemiteYogorockBlondelle
06-26-2014, 04:54 PM
I was wondering if anyone or even you evanwimbish has done blu/rune yet and see what kind of benefits it holds? I was leveling rune up a little and was thinking of testing out out the waters as a sub on blu to see what happens when I do! I know in reverse Rune/Blu is a really good job but how does it work out if the two roles of the main and sub job are reversed with blue mage? Looking for your thoughts. anyone know of the new sword blu only Lv.99 Blu only swords name you can get from npc in port jeuno before exiting jeuno into qufim island and wonder what your thoughts are with it, for using blu spells as well. Sorry for taking thread slightly off topic but curious on the results as well!! :confused: :p
evanwimbish
06-27-2014, 01:47 AM
Yosemite- It was a very wonderful surprise to wake up to your questions ;)
Mimesis isn't that good because it does nothing for magical blu magic
and I recently swapped it out of my offhand for an occasionally attacks 2x pdt sword
sometimes I wear weaponskill +10% in my offhand skirmish +2 sword augumented
if I wear a sword and use charged whisker I do 500 damage
if I wear x1 club and use charged whisker I do 1500 damage
if I wear x2 clubs and I use charged whisker I do 2500 damage
(not actual values, made up numbers for this purpose only)
its because seekers of adoulin clubs have magic damage added to them, so always wear x2 clubs when casting magical damage and only use sword when you DD / attack blue mage
free clubs would be the bayld homestead club 117 and records of eminence clubs , but I use x2 gabaraxorea or however u spell it.
blue / run sucks too;
you cant tank because theres no voke, you shouldn't need sword play because blu has tons of acc features, sometimes when I solo something i'll use /run so I can avoid being enfeebled but its not ideal for a party set up, currently I use either blu/war or blu/sch but more lately blu/sch because I'm trying to get to 3000 thunder on the shark in delve, currently I am at 1500-2200ish on the mega boss in delve foret and /run wouldn't be able to help me with this strategy, all of the job traits aside from the parry bonus blu already has access too so its not doing anything there, and the rune enchantments are a nice luxuary to have, they deal more damage then enspells SOMETIMES (rivals the weather / day enspells) but you have direct access to light and dark damage which Is very nice in situations where enemies are weak to it. if they ever made a umbril Nm I would most likely sub RUN lol... but other than that I don't use /run too often.
/warrior is good for increasing ur attack by 25% and 10% or defense by 25% or accuracy bonus, double attack ect. they all stack with blues attack %+ spells but don't stack with warriors double attack, I stopped using 5% triple attack spells because I have 9% triple attack vs 14% triple attack, and I needed the slots for other stuff. same goes for the double attack spells, 7% double attack from equipping 2 spells and that's like equipping 2 of the seekers of adoulin earrings..
usually when I look at making a macro for something I will look up the category on bgwiki / ffxiclopedia / ffxiah and then test something out myself for example magic attack bonus in the faq I posted before this one. but in short Mimesis is +10 all stats ---> the pdt sword from wkr is +12 str and vit so its either +10 dex or +12 str for cdc is how I looked at it, str governs all weaponskills however dex is the modifier of cdc, you can cap out on a modifier from what I read so I took off mimesis.
maybe they will release weaponskills for that port jeuno npc or augument paths, however mostly all of them suck..
YosemiteYogorockBlondelle
06-29-2014, 04:49 AM
Yosemite- It was a very wonderful surprise to wake up to your questions ;)
Mimesis isn't that good because it does nothing for magical blue magic
maybe they will release weapon skills for that port jeuno npc or augment paths, however mostly all of them suck..
Yeah, I hope they do release augmenting for this sword and make it so you can add the magic dmg high enough to it, along with raising some of the main stats you just mentioned in your previous statement with the aug's and maybe includes a plus 2 version in the future for this sword as well as maybe some Double Att\triple att stats but what would you think should be added to make this sword unique to stand out from the clubs and be more powerful then the clubs at it stands at now?
dasva
06-30-2014, 12:44 PM
isnt Erratic Flutter an aoe fire dmg move + haste >.>;
Yeah kinda meh fire dmg but capped magic haste with lowish duration (like 1-1.5 minutes). Probably will lose some potency because of random BS reasons like diffusion. Hopefully will have a more normal duration
you cant tank because theres no vokeHuh. I think that statement alone speaks to your level of expertise.
in wildskeeper bee last night was first time I've cast a lot in awhile... darn bee is so hard to hit I was just spamming delta thrust cause at least I'd get 500-1400 damage depending on how many hits landed, wasn't set up at all for it, accidentally had on lolwhm sub, which ironically ended up being helpful because poisona once my WHM trusts died... a stack of antidotes or two with a real sub probably would have been better but, w/e it all worked out.
Anyway I really want our older spells like this to be given the boost they deserve - it could give us a bit of a boost overall. And/or let our physical spells also get boosts from +magic damage and MAB.... would be nice to have several ways of making them stronger.
It was only possible to play this way (of course) cause I had moogle out, would be nice for BLU to get some more DD gear that also has refresh on it - lack of refresh just makes using magic as a blu even more difficult.
evanwimbish
07-02-2014, 02:06 AM
You can tank with blu mage , yes, however when I trio box the shark it would be nice to have more enmity + moves as blu main so that way the shark does not run around and hit the healer... Again with no voke it's hard to tank for a party, and spamming blue magic is not considered voking
Tennotsukai
07-02-2014, 04:37 PM
When they revamped enmity for all other jobs' spells they left out blu, which their reason was that they thought blu should be able to tank at times too. It would be nice to receive some spells like nin received last update, though better versions. One for hate loss like high jump and another for hate gain - provoke. This way we can tank or not tank.
YosemiteYogorockBlondelle
07-03-2014, 09:43 AM
in wildskeeper bee last night was first time I've cast a lot in awhile... darn bee is so hard to hit I was just spamming delta thrust cause at least I'd get 500-1400 damage depending on how many hits landed, wasn't set up at all for it, accidentally had on lol-whm sub, which ironically ended up being helpful because poisona once my WHM trusts died... a stack of antidotes or two with a real sub probably would have been better but, w/e it all worked out.
Anyway I really want our older spells like this to be given the boost they deserve - it could give us a bit of a boost overall. And/or let our physical spells also get boosts from +magic damage and MAB.... would be nice to have several ways of making them stronger.
It was only possible to play this way (of course) cause I had moogle out, would be nice for BLU to get some more DD gear that also has refresh on it - lack of refresh just makes using magic as a blu even more difficult.
Actually it is possible just by not using all delve or reforged gears to do it but the same gears also regen tick at night which is also nice for blu to have cure themselves less with regen ticks. I seen Stamos on my server with both major regan and refresh with these gears: {Head Gear}-Spurrina coif with an augment of Refresh +2 which drops from legion battlefield, {Body}-LuhLaza Jubbah +1, {Back}- Kumbira Cape, {Hands}-Serpentes cuffs, {Feet}-Serpentes sabots, {Ring #1}- Sheltered Ring, {Ring #2}-Paguroidea Ring, {Neck}-Wiglen Gorget for his Regan & Refresh set up on his Blue Mage. Now if your curious to what it is that he is wearing for the rest of the gears, they are: {Belt}-Flume Belt, {Legs}-Blood cuisses augmented with "Mag .Def .Bns"+5 and "Fast Cast+5", {Earring #1}-Brutal Earring, {Earring #2}-Colossus's Earring, {Ammo slot}-Iron Gobbet, {Main Hand Weapon}-Anahera saber, {Sub hand Weapon}-Buramenk'ah. :cool:
Now what I like about the Mavi Body and Mavi Hands for blue mages magic casting that the Reforges and other gears don't have on it is this: {Body}-Blue Magic Casting Time -12% and on the {Hands}-Blue Magic Recast Delay -12% which shortens the casting time and then the delay wait time to be casting blue magic spell's and i wish they will include this into the reforges in the future or at least make it possible to include further augments on the Reforged Artifact+1/Reforged-Relic+1's or higher in the future for value'ability in blue mages use! ;)
What are your thought's on it??
You can tank with blu mage , yes, however when I trio box the shark it would be nice to have more enmity + moves as blu main so that way the shark does not run around and hit the healer... Again with no voke it's hard to tank for a party, and spamming blue magic is not considered vokingYou don't seem to really have a grasp on how enmity works. BLU has a few spells with high VE and CE, negating a need for provoke which provides only VE. Hell, Jettatura alone provides more than half the VE of Provoke along with a chunk of CE, not to mention other BLU spells that build a lot more CE than other stuff out there. I'm guessing you're unaware PLD/BLU is a thing?
Anyone that thinks the ability to tank hinges on access to Provoke has quite a long way to go. Capping enmity on any job combination is childs' play, and BLU also happens to have several high VE+CE spells to make it even easier.
Ramzi
07-03-2014, 10:40 PM
Actually it is possible just by not using all delve or reforged gears to do it but the same gears also regen tick at night which is also nice for blu to have cure themselves less with regen ticks. I seen Stamos on my server with both major regan and refresh with these gears: {Head Gear}-Spurrina coif with an augment of Refresh +2 which drops from legion battlefield, {Body}-LuhLaza Jubbah +1, {Back}- Kumbira Cape, {Hands}-Serpentes cuffs, {Feet}-Serpentes sabots, {Ring #1}- Sheltered Ring, {Ring #2}-Paguroidea Ring, {Neck}-Wiglen Gorget for his Regan & Refresh set up on his Blue Mage. Now if your curious to what it is that he is wearing for the rest of the gears, they are: {Belt}-Flume Belt, {Legs}-Blood cuisses augmented with "Mag .Def .Bns"+5 and "Fast Cast+5", {Earring #1}-Brutal Earring, {Earring #2}-Colossus's Earring, {Ammo slot}-Iron Gobbet, {Main Hand Weapon}-Anahera saber, {Sub hand Weapon}-Buramenk'ah. :cool:
Now what I like about the Mavi Body and Mavi Hands for blue mages magic casting that the Reforges and other gears don't have on it is this: {Body}-Blue Magic Casting Time -12% and on the {Hands}-Blue Magic Recast Delay -12% which shortens the casting time and then the delay wait time to be casting blue magic spell's and i wish they will include this into the reforges in the future or at least make it possible to include further augments on the Reforged Artifact+1/Reforged-Relic+1's or higher in the future for value'ability in blue mages use! ;)
What are your thought's on it??
Even more refresh if he offhanded Bolebunga (sp?) Delve II club with refresh on it, or a step further, can BLU use Owleyes? Probably not. How about Moonshade earring augmented with refresh (although he would have to be disengaged for latent to be active).
YosemiteYogorockBlondelle
07-04-2014, 05:10 AM
Even more refresh if he offhanded Bolebunga (sp?) Delve II club with refresh on it, or a step further, can BLU use Owleyes? Probably not. How about Moonshade earring augmented with refresh (although he would have to be disengaged for latent to be active).
Well maybe but don't forget you also want both dmg and magic damage output as well, even with all of the refresh and regan setup gears and LE's usually the same as occasionally activities but also does have the ability to not activate at all which I'd rather have something that is always there in use rather then attempting to use an item matching possibly hard requirements for it to even function as close to even usable.
Now when they finally do Reforges coming out for Empereon/Abby armor gears and weapons some time in the future and for blue mages Mavi Reforged set specially, I would like to see them put quite a bit of refresh and regen on each piece as well as upgrades to the Blue Magic Casting Time -number% and Recast Delay -%{Minus Number of percentage down-time} and also have haste% and all pieces of mavi and some where fast cast as an additional on the gears could be nice too. Now the only gears of the mavi set that never got covered with an upgrade such as the mavi tathlum and the mavi earring getting a +1 and +2 would be nice as well as maybe include it in the reforges would be good too. well I know a few like to see blue mage gears get double attack and enhances dualwield effect on them as well!
what would you see implemented into the blue mavi gear reforges??
Sixtythree
07-06-2014, 07:05 AM
I think we were given spells like Paralyzing Triad and Delta Thrust to keep up with the pace of battle and not impact MP like the 100MP~tier spells. I could warrant spamming those spells if the additional effect worked against high level enemies because it just doesn't. The only benefit I see to that is on very very high evasion enemies the physical spells are far more reliable than the sword whiffs when you don't have reliable accuracy stacked on.
evanwimbish
07-07-2014, 02:21 AM
I have a wonderful idea of the enmity system due to libra,,
Try it out sometime ( blu bard scholar). Try using 1 blu spell and then see how much that spell gains by using libra..
Blu does not have ANY magics that are voke
Dont argue with me about enmity 、argue with SE about giving YOU access to see enmity values better
Metaking
07-07-2014, 06:52 AM
pld/blu is super tanking mostly, easily the best combo for the person holding the extra AA's during Dm, also useful in AA hume during the last 30% since it stop brazen rush cdc from having a chance to 1 shot. On the subject of jetta, or any debuff spell for that matter, land or resisted the enmity is still generated, aka a pld can cast flash on a light ele, which will resist it, but will still get full hate from using flash. Now the reason you dont see as many plds use it over war is because it takes a lot more skill to sub blu than war, and is has a decently hefty mana upkeep, but for long fights if you can keep the pld(or run) in mana, they will actually make the monster look at them sometimes unlike the /war who will get ignored almost completely when enmity caps
Tennotsukai
07-07-2014, 07:03 AM
With the talk of even more spells via the jp dev posts, I'm hopeful that we do end up with some new enmity spells. That and some more buffs to help us track would be handy.
Tennotsukai
07-07-2014, 07:03 AM
Tank*
dumb auto-correct
Metaking
07-07-2014, 07:11 AM
O do tell on the new spells, also yes auto-correct has fowled many a person >.>
YosemiteYogorockBlondelle
07-07-2014, 01:26 PM
:p So why do you think the blue mage job should be another added tank job to the all ready added or changed to tank jobs in the game because I really seriously liked to know myself?:confused:
Tennotsukai
07-07-2014, 01:35 PM
Blu has always been somewhat of a pseudo-tank, even in the 75 days. SE has even declared them somewhat-tanks via a reply they gave in a thread about magic giving too much hate when adoulin was new. Just today I tanked Colkhab the whole fight. It's not saying too much, but we can hold our own with what spells we have. I just want more...
Also, they didn't give us any spell names in that jp post, just the job traits we're getting with the 3 upcoming. Also, job traits of future spells will include dual wield, and future spells will be stronger somehow. That's pretty much all that they said. Oh, and we're not going to receive anymore spell slots.
evanwimbish
07-07-2014, 05:17 PM
More than 3 spells tomorrow?!?!?!
Tennotsukai
07-08-2014, 03:42 AM
No, sometime in the future. Sorry for giving false hopes.
Camate
07-08-2014, 04:13 AM
Greetings,
Thank you for the feedback regarding blue mage. :)
I’d like to share some information in response to some of the comments we’ve been receiving.
New blue magic spells
The following table shows the additional traits and blue magic point cost for the new blue magic spells that will be added in the July version update.
<table width="480" border="0"> <tr> <td align="center" bgcolor="#a8d0d7">Blue Magic Spell</td> <td align="center" bgcolor="#a8d0d7">Trait</td> <td align="center" bgcolor="#a8d0d7">Job Trait Value</td> <td align="center" bgcolor="#a8d0d7">Blue Magic Point Cost</td> </tr> <tr> <td align="center" bgcolor="#eaf2f3">Erratic Flutter</td> <td align="center" bgcolor="#eaf2f3">Fast Cast</td> <td align="center" bgcolor="#eaf2f3">8</td> <td align="center" bgcolor="#eaf2f3">6</td> </tr> <tr> <td align="center" bgcolor="#f5fafb">Thrashing Assault</td> <td align="center" bgcolor="#f5fafb">Double Attack</td> <td align="center" bgcolor="#f5fafb">8</td> <td align="center" bgcolor="#f5fafb">7</td> </tr> <tr> <td align="center" bgcolor="#eaf2f3">Subduction</td> <td align="center" bgcolor="#eaf2f3">Magic Attack Bonus</td> <td align="center" bgcolor="#eaf2f3">8</td> <td align="center" bgcolor="#eaf2f3">6</td> </tr></table>
Similar to other spells that were added after Seekers of Adoulin, in exchange for a higher blue magic point cost, the job trait value is higher and you will be able to gain the additional trait by only equipping that one spell.
Additional traits
The additional traits that are gained by equipping blue magic spells were designed based on the monster that you learned the spell from and are meant to be useful for that particular spell.
I understand that there has been some feedback that even with the implementation of Erratic Flutter it will be tough to remove Animating Wail from blue magic sets due to the dual wield trait. However, moving forward we will be adding various blue magic spells that cover a wide variety of job traits including dual wield.
Physical blue magic spell strength
Blue mage is a job that fights with a combination of auto-attacks, weapon skills, and blue magic spells, and in situations where they receive a multitude of support from other party members there are cases where they will excel in damage over time through auto-attacks and weapon skills.
However, moving forward we will be adding blue magic spells that consume a high amount of MP in exchange for a powerful attack just like Quadratic Continuum and Amorphic Spikes so that they will be able to deal heavy amounts of damage in a shorter time in battles with parties.
Blue magic spell set cap
System-wise it is rather difficult to increase the cap on blue magic spell sets. As an indirect method for addressing this issue, we will be adding blue magic spells with job traits that have higher values which can be gained by equipping less spells.
We’ll be making it more advantageous to boost blue magic points with job points as we add new powerful spells that require a higher amount of blue magic points moving forward.
Greetings,
Thank you for the feedback regarding blue mage. :)
Blue magic spell set cap
System-wise it is rather difficult to increase the cap on blue magic spell sets. As an indirect method for addressing this issue, we will be adding blue magic spells with job traits that have higher values which can be gained by equipping less spells.
We’ll be making it more advantageous to boost blue magic points with job points as we add new powerful spells that require a higher amount of blue magic points moving forward.
if you won't increase spell slots can you please AT LEAST make it so all voidwatch BLU procs can be set by one BLU using available slots?
Also "adding dual wield in the future" does NOT help BLU mages today. We have fallen really far behind after the weaponskill update made 2-handed jobs SO MUCH STRONGER than they already were. How many months do we have to fall behind before something is done? Other DDs can put out large damage output without MP, why must any spell that does damage worth doing cost a lot of MP? It's very hard to maintain enough MP while doing damage as it is...
Also I thought job points were supposed to be a bonus, not something we had to grind out to get the bare minimum of usefulness on our jobs? They are way too horrible to make necessary for any job... and since I never get invited to any group activities as BLU because we have no role, it means essentially "grind job points alone for 200 hours" which is NOT FUN.
Rwolf
07-08-2014, 07:28 AM
Sorry for the wall of text. I stand behind my feedback and opinion that this is a poor route the development team is taking to fixing Blue Mage.
New Blue Magic Spells
Adding new powerful spells that cost more and set full traits is great in theory, but it removes any variety to Blue Mage. Whatever happened to Monster Correlation? I don't understand the aversion to revamping Blue Magic entirely. It was done with Healing Magic, Elemental Magic, Weapon Skill/TP Gain, and recently a post about how Blood Pacts are about to scale more with Summoning Magic. There is no other job in the game that has been told to just completely ignore their early learned abilities for "eventually in the future" new ones.
Over 150 spells eventually being discarded for new spells with adjusted traits just seems like extra work with not a lot of praise for it. Because until we receive all spells to replace older ones. Old ones will still be used and even afterward, players will complain about the lack of variety. It just seems counterproductive to me.
"Additional" Traits? More like only traits...
These traits we set are the only traits Blue Mage has natively. Unless you really want to be technical about Assimilation and Enchainment. The way the development team keeps wording it as if these traits are so overpowered that Blue Mage needs to be watched carefully. Granted, the ability to change your job traits makes it natively stronger. However, there are really only 1-2 commonly used sets players use for Job Traits. So the ability to change job traits is lessened because you'd never do it and sacrifice more essential traits.
"The Melee Condition" and Blue Magic Spell Strength
It is not just "in situations where they receive a multitude of support from other party members". I can auto-attack on my own stronger than burning through MP for damage in a lot of instances (not counting augmenting spells with Job Abilities). It's not a practical strategy to spam Physical or Magical Blue Magic for damage in content level 109+ zones. Elemental Magic is so fast, strong and MP efficient, it completely eclipses Blue Magic in spike damage. Magical Blue Magic is relegated primarily to Voidwatch procs, AoE farming in older content and for amusement but it's high MP cost to low when unassisted damage ratio on magic evasion targets is lackluster.
Blue Magic Spell Set Cap
I think claiming it as a system that can't be worked around is a snap judgment to me. I don't claim to know how the system works on the back-end, but I'd love to know how exactly this is impossible to work around system wise besides making all new spells to fix the old ones. Even if we just had access to more spells like how Unbridled Learning spells are separate, but not their attributes and traits it would be worth looking into.
Assimilation and Job Points are basically a requirement, not supplemental.
The idea conveyed of Job Specific Merit Points were to be ways to specialize your job. Except all other options pale in comparison to 5/5 on additional spell points, especially now with these 6-7 cost spells.
Job Points have been conveyed as a casual reward system for players dedicated to their job, be supplemental, and not job changing. However all of the adjustments mostly revolve around having additional Blue Magic points to equip new spells/traits, making it a requirement.
I apologize if the post comes off as complaints because of the length but it's purely constructive criticism. I love Blue Mage and the principles behind the job. While it may be more difficult, I'd rather see more effort put into adjustments so that it retains the integrity of being a completely moldable versatile job that has to incorporate Monster Correlation and Element/Damage Type into strategy.
Thanks Rwolf you did a fantastic job summing up what needs improvement in the developer's vision for BLU
Arbalest
07-08-2014, 08:22 AM
The programming to up the amount of native slots, or adjust the amount of blue magic points we get with merits, is not that hard.. I really just think they're being lazy.
That being said, Blue Magic, especially the physical bits, really need a good boost in damage in order for BLU to be taken anywhere that's relevant.
Sekundes
07-08-2014, 08:31 AM
Would help if half our traits weren't gimp shadows of what they are supposed to be. What's wrong with blu getting a t1 fastcast trait that is actually T1 instead of T .5 or a DA trait that is actually 10%?
I'm iffy on the job points for blu. I mean some jobs don't have any good choices and we do. So there is that. It does suck that it'll require a good deal of time to cap but if given the choice, I'll keep it.
I'm okay with new dd spells that are expensive as long as they pack the punch of iLVL 119, have good SC properties so they can chain with Chant and req and a low recast so they can be spammed during 2hr for nice chains. I've not had to worry about my mp on blu for years since casting anything but lunge and haste isn't really worth it. I'd be okay with having to worry about mp again so long as we have spells worth casting. I still think old spells need updating.
Don't even get me started on magical blu spells... I'd be better off subbing rdm and using en-spells than nuking with blu magic.
Metaking
07-08-2014, 09:48 AM
not to be mean but its probably meant to replace acrid stream(3) and demoralizing roar(4) for when your making triple attack. Droping the - str off from not setting demoralizing roar isnt going to make me shed any tears >.>. tho i have to agree setting 2 haste spells is alittle wonky
Mefuki
07-08-2014, 10:37 AM
Post #150
Boy, it's times like this I wish I could upvote more then once.
"I'd rather see more effort put into adjustments so that it retains the integrity of being a completely moldable versatile job that has to incorporate Monster Correlation and Element/Damage Type into strategy."
And why would you waste blue points on jettaura? Or paladin/blu? I NEVER see pld/blu at endgame events in 2014 so stop bringing up level 75 strategies ... Pld/blu is for soloing. Jettaura can be completely resisted as well no matter how much magic acc.. U would have made more sense saying temporal shift. Libra does not lie...
Again try testing out the current ways to check enmity via ffxi programs, and stop dicking around with windowerYou're hilarious. Thanks, pretty much confirmed what I was getting at earlier. You don't know how the enmity system works. Enmity has been thoroughly researched by players, you'd do well to study their work. Libra is very misleading, as it only displays how each character ranks in enmity as a percentage compared to the player currently holding the monster's attention; in reality there are precise values that persist during each fight (CE) or gradually decline (VE) that are extremely easy to cap in today's FFXI. Hence the popularity of RNG plus PLD, as RNG is one of the only DDs that can stay safely below the enmity cap thanks to Decoy Shot, Coronach, etc.
pld/blu is super tanking mostly, easily the best combo for the person holding the extra AA's during Dm, also useful in AA hume during the last 30% since it stop brazen rush cdc from having a chance to 1 shot. On the subject of jetta, or any debuff spell for that matter, land or resisted the enmity is still generated, aka a pld can cast flash on a light ele, which will resist it, but will still get full hate from using flash. Now the reason you dont see as many plds use it over war is because it takes a lot more skill to sub blu than war, and is has a decently hefty mana upkeep, but for long fights if you can keep the pld(or run) in mana, they will actually make the monster look at them sometimes unlike the /war who will get ignored almost completely when enmity capsThis guy gets it.
Physical blue magic spell strength
Blue mage is a job that fights with a combination of auto-attacks, weapon skills, and blue magic spells, and in situations where they receive a multitude of support from other party members there are cases where they will excel in damage over time through auto-attacks and weapon skills.
However, moving forward we will be adding blue magic spells that consume a high amount of MP in exchange for a powerful attack just like Quadratic Continuum and Amorphic Spikes so that they will be able to deal heavy amounts of damage in a shorter time in battles with parties.
Uhhhh yeah. Clearly the devs don't know how BLU ranks compared to MNK, SAM, DRK, etc.. There's no danger of BLU somehow shooting to the front of the list and becoming "the chosen one" DD that outshines everything ever. Not gonna happen. There's a LOT of room for improvement without breaking this job, devs.
Blue magic spell set cap
System-wise it is rather difficult to increase the cap on blue magic spell sets. As an indirect method for addressing this issue, we will be adding blue magic spells with job traits that have higher values which can be gained by equipping less spells.
We’ll be making it more advantageous to boost blue magic points with job points as we add new powerful spells that require a higher amount of blue magic points moving forward. Cool. But the last part there is stupid. "Making it more advantageous to boost blue magic points with job points?" WTF does that even mean? Are there people playing BLU who DON'T think it's advantageous? We're STARVED for blue magic points, of course it's "advantageous!" I'm hoping what this was supposed to mean is they're gonna give us more blue magic points per job point.
Tennotsukai
07-08-2014, 03:16 PM
I'm pretty displeased to see nothing was stated about Tourbillion/Barbed Crescent on this last update. Seriously...why can't they state it's a known issue again?
Sixtythree
07-08-2014, 04:34 PM
The MP/damage ratio is not balanced properly.
Amorphic Spikes consistently delivers 1~1500 more damage than Paralyzing Triad except PT and Delta Thrust cost 1/4th the cost of MP and can be used 3-4 times before the recast on Amorphic Spikes. This generally applies to all of the ~100MP spells, the damage output is not worth the MP cost with the exception being skillchains.
The high tier physical spells are in dire need of a huge damage boost or MP/Recast reduction.
Camate
07-10-2014, 04:51 AM
Greetings,
Thanks for the feedback on blue mage. We’ll be sure to inform the development team.
In the meantime, however, I did receive some word about some upcoming plans. In the August version update they will be making it so physical blue magic spells will receive effects from food, songs, and rolls.
This is something that will affect battle balance in a big way, so the team will be making adjustments very carefully; however, they would like to make it so blue mages can really use their magic to shine.
Tennotsukai
07-10-2014, 05:23 AM
Wow! Does this also include spells like nature's meditation?
larrymc
07-10-2014, 05:41 AM
Greetings,
Thanks for the feedback on blue mage. We’ll be sure to inform the development team.
In the meantime, however, I did receive some word about some upcoming plans. In the August version update they will be making it so physical blue magic spells will receive effects from food, songs, and rolls.
This is something that will affect battle balance in a big way, so the team will be making adjustments very carefully; however, they would like to make it so blue mages can really use their magic to shine.
I have one word for this. WOW!
Malthar
07-10-2014, 05:47 AM
Greetings,
Thanks for the feedback on blue mage. We’ll be sure to inform the development team.
In the meantime, however, I did receive some word about some upcoming plans. In the August version update they will be making it so physical blue magic spells will receive effects from food, songs, and rolls.
This is something that will affect battle balance in a big way, so the team will be making adjustments very carefully; however, they would like to make it so blue mages can really use their magic to shine.
Seriously... And you won't even give bst a reach around...
We ask for effects from food, songs, and rolls and all we got was some mochi....
Anyone else saw the post I made about "Please sir, I want some more?" I feel like that even more so.
SE, if you hate bst so much why did you even put it in the game?
Balloon
07-10-2014, 06:02 AM
Seriously... And you won't even give bst a reach around...
We ask for effects from food, songs, and rolls and all we got was some mochi....
Anyone else saw the post I made about "Please sir, I want some more?" I feel like that even more so.
SE, if you hate bst so much why did you even put it in the game?
Let's just extend that to Pet job in general, shall we? Pup would also like some of that sweet sweet Porridge.
My avatar name says it all.
As a career bst, my initial thought was bst and pup, however, blus were also in the dumps, it is well deserved. Bravo blus^^
We do not know what they have in store for bst; I am in a wait and see mode; not gonna go bonkers, bst adjustments have not been announced yet.
Metaking
07-10-2014, 08:44 AM
After playing with the 3 new spells i am very happy with them, but 2 things erk me, both about the spell subduction, first off another spell with no wsc so burst affinity has no effect on it, and second while the spell animation has an aoe around the target the, the spell itself seems to have the aoe based around the user... it just looks a little funny is all, still for 27 mana 2-4k dmg isnt bad in a nuking set, and that gravity is amazing >.>/
evanwimbish
07-11-2014, 01:32 AM
Yeah, I wish the range of subduction was a little longer , but the fact that I can just cast it once then run away and have things depop is great (works In delve /skirmish NM), totally fantastic spell thank you SE!!
And erratic flutter.... WOW thank you for the wonderful surprise!!
Occultation 1 min 6 seconds
Occultation and erratic flutter 36 seconds!
Well done!
Don't forget your elemental obis! And /sch!
Babekeke
07-11-2014, 01:38 AM
Greetings,
Thanks for the feedback on blue mage. We’ll be sure to inform the development team.
In the meantime, however, I did receive some word about some upcoming plans. In the August version update they will be making it so physical blue magic spells will receive effects from food, songs, and rolls.
This is something that will affect battle balance in a big way, so the team will be making adjustments very carefully; however, they would like to make it so blue mages can really use their magic to shine.
Can anyone else smell the incoming physical spell nerf?
"The attack power of Physical Blue Magic spells has been halved due to the fact that with food, rolls and songs there's the opportunity to make them much stronger."
It's coming.
Camate
07-11-2014, 06:26 AM
Greetings,
I have a couple more things to share regarding blue mage. :)
The need for accuracy and magic accuracy at the same time
We understand that when fighting high level monsters there are quite severe equipment requirements when trying to land the additional effects from physical blue magic spells as you need to have both physical accuracy and magical accuracy. The development team is currently looking into adjustments for this.
However, battle balance-wise these stats are extremely important, so in the event we were to add both of these stats to a few pieces of equipment, it would cause them to become extremely strong which would then in turn reduce your choices for gear selection. Due to this, we’ll be looking into other ways of bolstering magical accuracy for blue mage other than equipment.
Newer spells and Burst Affinity
We’ve been seeing requests to make it so the magic-based blue magic spells introduced post-Adoulin can be used with Burst Affinity. The spells added after Adoulin have a lot of power on their own, and in exchange for setting their base power very high, we’ve made it so status modifiers cannot be applied. Due to this, when using these spells with Burst Affinity their power does not increase.
However, due to the overall adjustments made to weapon skills in the June version update, we expect there to be more opportunities for skill chains, so we would like to look into revamping the status modifiers.
Glamdring
07-11-2014, 07:38 AM
Can anyone else smell the incoming physical spell nerf?
"The attack power of Physical Blue Magic spells has been halved due to the fact that with food, rolls and songs there's the opportunity to make them much stronger."
It's coming.
nope, instead you got the "deal with it" variant, not sure that's any better...
Tennotsukai
07-11-2014, 09:41 AM
I'm not sure how to reply to this. Um...Just reevaluate all our physical spells so that way ya'll can fix our broken spells.
Mystouille
07-11-2014, 12:14 PM
Greetings,
I have a couple more things to share regarding blue mage. :)
The need for accuracy and magic accuracy at the same time[/B]
We understand that when fighting high level monsters there are quite severe equipment requirements when trying to land the additional effects from physical blue magic spells as you need to have both physical accuracy and magical accuracy. The development team is currently looking into adjustments for this.
However, battle balance-wise these stats are extremely important, so in the event we were to add both of these stats to a few pieces of equipment, it would cause them to become extremely strong which would then in turn reduce your choices for gear selection. Due to this, we’ll be looking into other ways of bolstering magical accuracy for blue mage other than equipment.
You admit that we have to struggle to land our damages and effects... but giving us the right combination is too overpowered ... and drive us to restrict our choices ...i'm sorry to say that but this is what defines the METAGAME , and the problem is that FFXI got one just like every other one MMORPG.
If you want to be the best you often have to get the best items in slots (and of course master your job) , being "versatile" / "exotic" / "original" often drives you away from the top even for gifted players .
Other Ways to Bolster Macc for BLU other than stuff let me guess
-JOB points : want to solve your issues little BLU ? grind more and more and more ..
-Food : Sacrifice your atk /acc / def bonus for Macc ...
-Job ability : Everyone else will cry
- revamp convergence or merits : no way ... too old mechanism...
- Another spell ? : even more pressure when setting spells .. (remember 20 spells max)
- other jobs : Ok cool we will become even more dependent (remember camate : "you BLU can be awesome when overbuffed = you need other people to get stronger)
To be honest the only way to bolster our Macc would to to couple it with the "blue physical potency" merit trait but it would "reduce our choice for merit selection"
the dev team will never accept that , won't they ?
Newer spells and Burst Affinity
We’ve been seeing requests to make it so the magic-based blue magic spells introduced post-Adoulin can be used with Burst Affinity. The spells added after Adoulin have a lot of power on their own, and in exchange for setting their base power very high, we’ve made it so status modifiers cannot be applied. Due to this, when using these spells with Burst Affinity their power does not increase.
However, due to the overall adjustments made to weapon skills in the June version update, we expect there to be more opportunities for skill chains, so we would like to look into revamping the status modifiers.
Mmm the dev team set their base power so high that a blm can outdamage those spell with a single Tier II spell ... (note i'm glad we can equip the hagondes gear ... at last we can rival with their Stone I)
Moreover one of the updates totally broke our added effect on older spells
To resume we have new "nerfed" spells with nifty effects !... which don't power-up with BA
and old spells with broken added effects ... which works with BA
You are right ... Due to the june version update , there will be more opportunities for skillchains ... but you know what we will probably be a part of them because : TADA magical based weaponskill HURTS HARDER than our spells !!!! and icing on the cake it's way more MP efficient ; faster to cast (and charge since TP generation is rather quick now) , and easier to land ! (oh and no need to be a BLU to use them)
I wish good luck to the dev team to make our Blu magic² spells sexier than they currently are . and i just want to remind that we don't ask to pwn everyone , we just ask to have a chance against other "standard picks"
Ramzi
07-11-2014, 09:41 PM
I guess I must be ignorant to how BLU spells work. I thought the accuracy and potency of your physical spells were determined by the same stats that determined your melee accuracy and potency. This is why physical blu spells suck when I am mainhanding a club, rather than a sword. So any time I have eaten sushi, it has had no impact at all on my spells? WHY? That's just dumb, and it would definitely not make BLU overpowered to change this. We would still be one of the weakest DD.
larrymc
07-11-2014, 11:22 PM
I guess I must be ignorant to how BLU spells work. I thought the accuracy and potency of your physical spells were determined by the same stats that determined your melee accuracy and potency. This is why physical blu spells suck when I am mainhanding a club, rather than a sword. So any time I have eaten sushi, it has had no impact at all on my spells? WHY? That's just dumb, and it would definitely not make BLU overpowered to change this. We would still be one of the weakest DD.
There are two parts to physical blue spells with an added effect, like sudden lunge for example which has a stun effect.
You are correct that the accuracy of the blue spell, whether it will even land at all or not (or all hits of it if it is multi-hit), is determined by the accuracy of your main weapon and stats.
However, the added effect, which is magical, is determined by magic accuracy, not physical accuracy. So blue need high magic accuracy and high physical accuracy simultaneously to land the physical damage and also get the added effect.
YosemiteYogorockBlondelle
07-16-2014, 07:12 AM
So I found mavericks postings on the blue magic description for two particular job traits and maybe a few others to be pretty cool and too interesting not to post here for your insights on it here as well. Here is the link (http://forum.square-enix.com/ffxi/threads/41669-Broken-Useless-BLU-magic) and tell me what you think about it under this thread after reading through it as well. ;)
{click on the word link to get there if you didn't know, just in case!}
So I'm taking this script of a paragraph from my monstrosity post simply because I wanted to bring all those who play blues attention to how I view blue and bring into focus slightly with this post:
Simply put its it's viewed by the dev team as another type of ballista/brenner system instead its potential to be another jobs added player based system which is why I bet there is no party based system included into monstrosity as of yet in a weird way. The idea back when they had added newer jobs through expansion packs and added on scenario add-on packs was that these jobs were going to be called advanced jobs to the jobs all ready into the game but I found this not be so true with the exception of blue mage's versatility to incorporate all types of jobs in the game into its job system in various ways taken away from each job. now blu in my opinion was the only true advanced jobs they came out with playing.
YosemiteYogorockBlondelle
07-24-2014, 02:27 PM
Originally thought of posting this under the logical thread name of Broken/Useless BLU magic but I decided on that It could still fit best here and so it is: I wonder to fix the older spells if there plans are to add new permanent job point/merit job ability traits to fix the issue of the older spells before Adoulins expansion pact exited or not? What do you guys think of this or do you guys feel this be a route the team would take to boost older spells and event as a fix for some of the older blue mage spells we have in our use but may not using because of there less effectiveness except maybe in some cases to set job abilities??
Love to hear back and i'll be waiting to see some of your replies just as much!! ;)
Malithar
07-24-2014, 06:30 PM
They've already replied back concerning old spells. There will be no fixes, they'll simply be adding new spells that are designed to replace old spells. Not that this will cover the whole ecosystem in a timely manner, or allow you to have access to quite the breadth of useful spells that you could have, but it is what it is.
YosemiteYogorockBlondelle
07-25-2014, 12:36 AM
They've already replied back concerning old spells. There will be no fixes, they'll simply be adding new spells that are designed to replace old spells. Not that this will cover the whole ecosystem in a timely manner, or allow you to have access to quite the breadth of useful spells that you could have, but it is what it is.
Yes, I saw this in another blue-mage thread somewhere but it wasn't posted by Calmate this time with the announcement after writing about it in my post. Mainly now all they need to add to make newer spells even more awesome is a feature called unlearn older spell or at least give us blues delete old spell feature simply because there replacing them with newer spells and folks now taking up blue will have to and should avoid learning the older spell's simply because newer spell's will be better then the older spells to have them all replaced over time with job traits included to each spell alone. ;-)
Just as the dev team see's it as without no compensation for those of us who took the time so long ago to learn the becoming worthless older spell's. Now all a blue needs to do is bam there blue to 99 and only then they should be learning just the newer replaced spell's. just how I see they are basically laughing at us older blues from a far into those who did learn those now stupid old spell's before Adoulin's added on expansion. Please at least give us a spell removal feature for your added new spell's coming in feature, Thanks dev. team.
Edit: Look for reason of my edit section for the notes!!
Babekeke
07-26-2014, 01:32 AM
Dude, you just love to see your own typing, don't you? And then to plug your own threads wherever possible...
YosemiteYogorockBlondelle
07-26-2014, 12:09 PM
Dude, you just love to see your own typing, don't you? And then to plug your own threads wherever possible...
??O.o....So Are you asking me to please leave the FFXI forums Then??
Babekeke
07-26-2014, 04:23 PM
??O.o....So Are you asking me to please leave the FFXI forums Then??
No, I'm saying that people that want to read what people are saying about BLU, will read through all of the BLU forums. You don't need to reply to one thread, then go into all the others telling people to go and check out what an awesome post you just wrote in another thread.
People love to hear other people's ideas, but try and keep them short and sweet. :)
And try and refrain from quoting/linking yourself... it just gives off that aura of "I love myself" and nobody cares for that. Once every now and again is fine, particularly if it's a link to a thread on an external site, or one in an obscure location, but there's no need to link to another thread at the top of the BLU forums, as most people will read it when it's had a new reply in it anyway.
YosemiteYogorockBlondelle
07-27-2014, 08:17 AM
No, I'm saying that people that want to read what people are saying about BLU, will read through all of the BLU forums. You don't need to reply to one thread, then go into all the others telling people to go and check out what an awesome post you just wrote in another thread.
People love to hear other people's ideas, but try and keep them short and sweet. :)
And try and refrain from quoting/linking yourself... it just gives off that aura of "I love myself" and nobody cares for that. Once every now and again is fine, particularly if it's a link to a thread on an external site, or one in an obscure location, but there's no need to link to another thread at the top of the BLU forums, as most people will read it when it's had a new reply in it anyway.
Fine then!!! You Win!!!!!! I'm done!! HOPE your happy for peeing me off with your bullying perfectionist attacks on me and I don't take it kindly about it! I don't ever fudgen think my thread's, posts or replies are awesome and only fudgen reason I do it is to make the point clear and I don't think you get it at all. I dont do it to just to show my other posts in other threads either but do it knowing there may be newer folks who have stumbled onto that one thread and haven't searched for the other blu/other threads yet and it is totally optional if they rather click on the link that i've made clearly seen/visible or not as well. i'm not saying anymore for i'll probably get kicked for what I have all ready said here, /bow!!
Tennotsukai
07-27-2014, 02:30 PM
Don't leave dude! Some of us like your posts
YosemiteYogorockBlondelle
07-28-2014, 11:15 AM
Don't leave dude! Some of us like your posts
thank you for the comment and I will stay on the forums then. Funny thing is I even got booted from my ls today but not by the LS-Leader while finally getting to the VW Pil fight and took me quite some time to find all of my processing spell's listed on a website before heading out and it also took quite a bit of time to find them all through a too huge of unsorted list, plus equipping my current spell's and then equip the processing spell's that I website searched for as well. So I guess I remain LS-less for now and hope to catch a yell for certain things when needed provided they'll let me join-in as a blu to do them.
Well I do like their idea of putting job traits to one spell and lower equip points but enough spell points on the spell itself to obtain that particular trait thus far for blue mage and wondering how they're going to be covering all of the old spell's with the stats of the past on em with those effects on em as well. I wish blue could get two to three debuff effects spell's with a vw elemental or other other area's processing spell's but maybe even spell's that can work as a process for all the area's that have processing spell's in em.
Like a all in one package spells ordeal and thus eliminate those needs to switch out spell's very much by doing so. Possibly need a more powerful silence + sleep spell or ga versions even. Also be cool but not a must have, I suppose if blu's were given a type of silena-ga spell that cost 0 mp to use to help out in high pt situations on the buff/remove side of things or better yet make it so it could remove several debuffs while adding buffs to you. What other multi-all in one effect's spell's do you think blu could use?
Selindrile
07-30-2014, 10:17 AM
Soooo, back on the topic of the update, as someone whose favorite job is Blu, and as someone who basically never gets to play Blu ever due to them being undesired, I love the crap out of this news and hope upon hope that it finally lets me cast actual damage spells on things, and people to want me to do it!
Though, I'll admit, Bst (Another of my favorite jobs) was even further behind than Blu, and yes Pup and Smn, though it's debatable whether they were further behind Blu or not, but they are still certainly far behind the leaders in the job community and could use a buff as well.