View Full Version : BLU spells that were overlooked
GoltanaBuukki
02-14-2014, 11:56 PM
I had always wondered why SE never implemented spells for certain monsters, either because they were skipped, forgotten, or are planned for the future. Is there any reason why these spells/monsters were in/unintentionally skipped?
For instance, Orobons, Corpselights, Yovra; These are all in older content areas and no BLU magic was ever released for them (that I'm aware of, correct me if im wrong). Yes, I understand that Corpselights only had one move, but still. Even monsters like Mantis (which did not have many mobs pre adoulin) have no learnable magic.
And then there's a whole line of voidwatch NMs that are unique but do not provide the opportunity to learn any BLU magic (Hahava/Uptala, Morta, Pil). Even those 6 floating Statue things (forget their race, but Rani/Pil was one of them), we never got any unique spells.
And fast forward to today, many new monster, such as Raaz and those large Sheepmane rams in Kamihr provide no learnable spells. Is there any plans to increase this list of learnale spells, which will include some of the spells that were 'missed' previously?
I remember when BLU was released, they almost ALWAYS released a blu spell per monster. Now, as new monsters are added, it seems the list of spells we can use is starting to be fewer and far in between. They even gave us Naak spells (from 3 of them, which at best, are situational and somewhat unreliable), but what about other big-name monsters? Shouldn't we be able to learn from them?
Tennotsukai
02-17-2014, 02:45 PM
Shinryu has a spell I think all blu's have been drooling over for several years. Mighty Guard.
Tennotsukai
02-18-2014, 08:26 AM
Nevermind, now I want Infernal Bulwark. It is too amazing
Selindrile
02-18-2014, 03:37 PM
Just because it's awesome when a mob does it doesn't mean it's worthwhile as a Blue Mage spell:
Occultation, Pyric Bulwark, Mortal Ray, 1000 Needles (Though a crapton of testing for how specific game mechanics work has been done with this, and that's awesome).
Buffs spells like: Orcish Counterstance, Reactor Cool, Feather Barrier, Nature's Meditation (Wouldn't suck if they lasted longer.)
Tennotsukai
02-19-2014, 10:04 AM
No kidding? lol, of course, but I was only stating this new mob move is OP. It would definitely be cut down into 1/5 of what it does, if not more, to become a blu spell. Blu's need more buffs that last at least 3 minutes, and any added buff spells SE gives us provides a very slim chance (since it's SE) that one of many spells could be good. Also, the spell, nature's med, doesn't suck and is actually worth casting in several instances, though I do agree the duration needs to be longer.
Selindrile
02-19-2014, 05:06 PM
Can't manage to find Room and hate giving up the meeleing time casting it.... but it's alright, if it lasted considerably longer I'd totally be on board.
Prothscar
02-22-2014, 06:45 AM
even its current duration makes it a net gain in DPS. triumphant roar was and it was weaker overall. plus, it gives accuracy bonus, so that's nice.
Camate
02-27-2014, 03:54 AM
Greetings!
Though I can't give you a specific time as to when they will be implemented, we will continue to add spells for blue mage that come from monsters found in Adoulin areas! Once there is further information I will be sure to share it with everyone. :)
Brightshadow
02-27-2014, 04:20 AM
Can they also make magical Blue Magic worth it for Blue Mages to use.
Ravenmore
02-27-2014, 04:46 AM
Can they also make magical Blue Magic worth it for Blue Mages to use.
They could make some of them some what worth if they would just cut the mp cost by half or more and lower the casting time. We can get a good bit of magic damage on gear and some would be useful for mobs that have a resist phy dmg mode or that invincible(skirmish 3 anyone).
They had a good idea last time they added spells by giving us single-spell job traits. If we had more of those we might have space and points to actually use whatever new spells they add.
So please give us ways to get Auto-Refresh, Dual Wield III, and Double/Triple Attack with just one or two point-friendly spells. There are a lot of spells I'd find very handy if I didn't have to give up melee damage to squeeze them into my spell list. And as others have said, longer buff durations please. We've got lots of nice buffs that are too short to be any use. Chances are they'll give us Zealous Snort from Raaz but make it only last like 15 seconds. >_< No thanks.
Just a few reasonable adjustments would do us a world of good.
Tennotsukai
02-27-2014, 07:53 AM
Greetings!
Though I can't give you a specific time as to when they will be implemented, we will continue to add spells for blue mage that come from monsters found in Adoulin areas! Once there is further information I will be sure to share it with everyone. :)
My god! You guys have been real awesome on the replies and updates. Thank you.
They could make some of them some what worth if they would just cut the mp cost by half or more and lower the casting time. We can get a good bit of magic damage on gear and some would be useful for mobs that have a resist phy dmg mode or that invincible(skirmish 3 anyone).
Yeah, its the terrible combo of super expensive spells with super long cast times that do very little damage that rankles. It would be nice to get some +Magic Damage on some of our gear though - and YES PLEASE cut MP costs and cast times down.
Ophannus
02-28-2014, 12:11 AM
More self buff spells please. Preferably something that grants a Multistrike effect for 60seconds like Temper or a spell that boosts Accuracy substantially (20-40) or an enspell effect. Spells that, instead of doing outright damage, enhance the BLU's melee effectivness. This is due to when BLU has a lot of haste from gear/spells, their melee damage far exceeds their spell damage. This is a result of BLU spells have a 1-2second cast time, and then there is the 2 second job ability cool down where we stop our melee. Those 3-4 seconds of interrupted melee at such high haste values is very detrimental. Typically the damage output from physical BLU spells, while decent, usually does not exceed the damage a BLU can do from simply just meleeing(at high haste) during those 3-4 seconds(could be like 8-9 swings during that time, which also grant TP)
Kafrein
02-28-2014, 10:16 PM
Greetings!
Though I can't give you a specific time as to when they will be implemented, we will continue to add spells for blue mage that come from monsters found in Adoulin areas! Once there is further information I will be sure to share it with everyone. :)
Awesome! Wasn't expecting a BLU update considering how recent our last one was, and how much time had passed since the previous one. Look forward to all the new spells. :)
Tennotsukai
03-01-2014, 10:59 AM
I'm thinking of all the new spells we may receive with that future update. I will probably make another wishlist.