Sorry for any bad english. yes it's not my first lanauge. and yes that what i mean ^^. I really hop to see it happen
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Might Guard is another classic spell that makes Final Fantasy what it is. I would love to see it!
Also, White Wind is another one. There's a Puk in Besieged that uses it. Maybe Puks in future expansions can use it, so Blue Mages can learn it! As a Blue Mage, I can an effort to help keep my party alive, and Healing Breeze has a hard time keeping up with the huge HP pools that people have in Abyssea.
all i can say is TP Drainkiss!!!
"Azure Lore" This is one 2hr i think most agree is in need of a change. Instead of trying to change "Azure Lore" Id say make it a 20 min JA and just come out with something totally different.
I wouldnt mind seeing something similar to what they did for summoner with odin and alex obviously without the pet.
call it whatever ill just use this name for example "Azure Ascension" Cue a 5 second Gathering Charge of Blue Electricty that releases from the blu straight forward MEGA BEAM lol. Depletes blue mage of all HP and MP down to 1, and resets spell timers as if you had changed spells. with that said let it really hurt Non elemental damage that ignores magic def much like a breath spell. Huge enmity gain but let it drop 3500 dmg. If that sounds like to much well ive done 9999 with odin plenty of times granted its at the start of the mob but empyeran ws's can drop 3k + dmg also. It would be a fun Oh darn button and hopefully a real flashy one.
azure gives 300 tp chain affnity affect to multi hit spells it good if ya use it right
azure for magical spells is 100 percent max macc for spell
what more do ya want it a live saver emergency use it with chain affnity it ruins the 2 hour
chain affnity eflux savage blade goblin rush (azure) quad con hystric barrage and i bet youll like the 2 hour after that seeing 3k goblin rush 4k quad 2500 hystric barrage = 9500 damage for 30 seconds 2 hour that alot of damage and that with decent gear
since now i worry about eva my stats and spell change so for you super freaks with all dd you be doing more like 12-13k or more in damage
Funny I've read through most of this thread and a few others and have seen people ask for new abilities that give access to or just flat out full access to Blue Mage's full list of acquired spells, fun as it my be it'd break the job/game to have everything active and being able to use it all. Instead of going that childish route how about just more Blue Magic set points or lowered costs for some of the spells?
Just being given more Blue Mage spells you could more easily utilize the maximum amount of set spells available for your current level, as everyone who has played Blue Mage knows you get access to set 5 more points worth of spells and 2 more slots of available spells to set every 10 levels, course they make the max of set spells from 71+ only 20, but even with maxed Assimilation merits and setting both defensive and offensive spells the 55 Blue Magic point set limit is filled quickly, 1-2 Sleep spells, 3-4 dmg spells, 3~ buff spells, and then 2-4 spells set only to make use of the traits (namely DW while not /nin or /dnc, and Auto-Refresh, DA for melee situations) doesn't feel enough to me, I've dealt with that limitation for the past few years and I'll continue dealing with it if its not changed; however I just think it would be nice to increase the limitations even if at all slightly, maybe a total of 30 spells max at 99, and about 60~70 Blue Magic set points for the current cap of 90. I'll even take them increasing the rate at which you get set points from 91-99, like 91-95 and 96-99 then the new lv99 merits would also be acceptable.
By reading comments of people here it seems a lot of people do low man situations a lot, esp since Abyssea NMs/mobs/partying can be done easily with less than 6 people who know what they are doing. However my point is, being the backup for sleeping/buffing/healing after being a major DD or for doing procs in Abyssea, it only seems more reasonable to increase the Blue Magic points and max set spells imho instead of just completely giving BLU full access to the entire list of what? 120ish spells they have now? Which with that huge list of spells comes a list of minor job traits amongst many other more major traits like Dual Wield, Double Attack, Auto-Refresh and MAB.
Blue Mage is meant to be an extremely versatile job like Scholar and Red Mage while still having small differences that make it unique from the other jobs, sure RDM and SCH get access to all sorts of Enhancing and Enfeebling magic, thats half of the way the jobs were created, but it just sucks too much to limit what BLU is truly capable of by limiting the spell list as much as they do. But I'm sure someone will come around and say "well any job can be versatile like that" true any job can be given the right gear sets and merits. The difference with BLU from SCH and RDM, is that its spells are taken from felled monsters instead of generic bought spell scrolls found on the Auction House or obtained from killing/farming Beastmen type monsters with the occasional non-beastmen class having a -few- scrolls.
tl;dr version: stop asking for full access to BLU spell list and give us more set points!
Older spells like White Wind and Mighty Guard would be nice to make the job what it used to be previous FF titles, however I don't see half of them being added because of other jobs not following their previous FF title history. An example being that Thief isn't a Thief, its a DD with daggers, high evasion and ability to manipulate hate in party; Steal/Despoil suck and Mug is pathetic as have been mentioned in its own thread. I look forward to seeing how SE will update each job in their own right of their class specific abilities while at the same time keeping everything balanced and not breaking one job over another as they have done so in the past (DRG and PA SAM vs Colibris at old merit camps.)
For me full access to spell list would be a 2 hr change, not something that we should have be a common ability.
are you saying that we should stop asking for more points? we badly need them. we got too meny spells at 75 to be sitting at the first proposed points given to us at 75. furthermore we should be able to get trait improvements, are we still stuck at clear mind IV? why just attack bonus I? MAB bonus I? and so forth.
was fine for level 75, but not fine for 90/99
I would like to see SE revise the point count for pre 75 spells as our job was implimented with the assumption 75 was the cap and imo a misconception of how BLU's play BLU. Example Plasma Charge 5 points is just ridiculous, i don't need all access to all spells all the time. Not sure if we get anymore points other then next update, but as you read before, an ability that will allow you to cast a non-set spell would be nice and like i stated earlier in the thread, that would save a few points as well (for that crucial dispel or sleep spell you didn't set).
I would like to give SE props, post 75 spells are very catered to most BLU's play-style and lowered point counts on some crucial spells, example...Battery Charge 3 points vs. MP Drainkiss 4, Whirl of Rage 2 vs. Body Slam 4, and the list goes on.
Pretty sure I said this multiple times, more Blue Magic set points because only 55 is NOT enough for the huge list of spells available for Blue Mage.
As far as actually being able to access all 120ish spells Blue Mage has would completely overpower the job, that I could see to be used as a 2hour but if anything maybe have its duration something resembling like SCH's Tabula Rasa where you can access all spells and have unlimited Stratagems charges (tbh it sounds like another copied 2hr.)
Giving BLU more access to higher tier traits would be nice, but would have to follow the traditional means of acquiring Blue Mage's traits by stacking more and more spells, so it would only be worth it to an certain extent UNLESS the amount of blue magic set points are increased which is sorely needed for BLU.
My second job to 90 after the cap increase was BLU, and I was disappointed to see all of these spells require 5 Blue Magic points to set after 10 entire levels of getting exp and 5~12ish new spells ALL requiring 1~5 points to set, a majority of them requiring 3~5 meaning for every 10 levels you can only set MAYBE 2 new spells. Its a joke really how limited they made Blue Mage when they wanted it to be a versatile job, its hard to be that versatile but only being able to use so few points to set the spells, so yea more points would be better. Lowering the cost of the earlier spells would help too but I would MUCH rather see a larger pool of Blue Mage points if they did only 1 update to BLU. But enough of reiterating what has already said time and time again and is actually agreed on by a good portion of Blue Mages.
Was skimming your post and quoting the tdlr version, I was saying i was confused because it seemed both should not happen.
getting acesss to all spells is OP on a 2 HR JA? how would you fix it then?
I agree some cost way too much, 1000 needles... hysteric barrage...
can someone explain why people still use hysteric barrage?
Not looking for access to all spells. But, we definitely should have gotten 2 spell slots at 81 and should be getting 5 more set points as well as 2 more spell slots at 91.
In before we're told by S/E that it's a PS2 limitation.
More Blue Magic points would be great for access to more spells yes, access to all of them instead is too much, that would be like making Refresh II + Accession work for RDM/SCH, or even Haste + Accession, but to a much lesser scale. Keep being versatile but don't overpower it by giving access to everything at once, just a slight boost like +10~15 more points to set a few extra spells. As a 90BLU/45RDM and 5/5 Assimilation merits I have only 55 Blue Magic points to use for setting spells, however I only have maybe 13 spells set because half the spells set cost 4 or 5 points (QC: 4 points, Auto-Refresh: 9 points, Winds of Promy: 5 points, Disseverment: 5 points, etc.) my biggest issue with the job and its limitations.
Love the job cuz its fun and able to do so much and yes I do occasionally take on the role of 5 other people and occasionally have to sit down and rest and let my mule take over (its a BRD/WHM so it can only help so much and I keep Ballad 2/3 up as often as possible.) So for those BLUs great at their jobs who fill more than just 1 role for endgame more points would be a god send, but at the same time NOT going overboard with giving a HUGE boost to Blue Magic points that would essentially allow Blue Mage to access everything or a huge portion of its spells.
http://wiki.ffxiclopedia.org/wiki/Tabula_Rasa
Scholar's 2hr ability, and whats being asked for as an "augment" or "change" to Azure Lore sounds exactly like this, its copying a 2hr thats already been made and issued for another job. Do I have any other ideas for AZ? Not at all, I've never used it anyway cuz I've never noticed a real difference using it.
Out of curiosity what level is your BLU and how often do you play it?
I love BLU sooooo much, I'm BLU/63 atm and my problem is i have so much trouble getting magic and/or help getting it i might never see its full potential. So how about some kind of quests to get magic, i know it will never happin but just a thought.
Why not allow usage of all spells, but at insanely reduced effect/damage and no trait/stat bonus, and have only 20 or so spells operating at peak efficiency? Something like 1/4 or even less, just there to throw something out. *cough*procs*cough* Have only the "focused" spells in the available spell list, but still allow the others to be cast from either macros or the comprehensive spell list.
Or on a more simple note, reduce spell point costs.
The truth about Azure Lore is - It sucks. Ever seen a NM use it? It's like they're not quite sure what it does either, so they just spam spells that seem to do 20-25% more damage.
Change the current funky formula from doubling the secondary modifiers to a flat % increase of DMG and MACC.
Also, let it enhance the potency of non damage spells like BLU cures, stoneskins and blinks.
BLU's 2 Hour is comparable to the old DRG 2 Hour.. but DRG was fixed after 2 years.. BLU is approaching the ripe old age of 6 years now.
Also, I wrote in a thread on another forum about 4 years ago how BLU's 2 Hour, set point cost and set point distribution should be changed. I worked out the average cost of spells and the average number of spells available per level and showed how it was woefully inadequate. People told me I was crazy and that BLU would be overpowered if that happened.
Well, it didn't happen and we got overpowered anyway :) So we might as well have a decent 2 Hour and and a decent point distribution system.
Also, fix the spell setting lag (not referring to the cooldown, which should also be lowered). I've been saying for 5 years that setting spells is more like trying to check an overloaded Delivery Box in Lower Jeuno than grabbing items from your Mog Sack.
And finally, a full 60 seconds? Really? But zoning fixes it? Just make it a reasonable 20-30 secs. And fix that dang lag!
By the way, the average spell set cost is about 3~ (I haven't redone the average in quite some time).
So I proposed 3 set points every 5 lvls, starting at 10. The 5 points every x1 level really sucks.
And now that level capped battles have been pretty much phased out, it's not going to unbalance us to get our extra points at x5 and x0 levels, starting at 10.
If I've done my math right, we would only end up with 9 extra spell points at 95 (let's round that up by 1 to a nice neat number), but with a much more balanced distribution throughout leveling.
Here's the breakdown on spell points currently, and how I propose it be changed:
Level Set Points Spell Slots
01-10 10 Set Points 06 Spell Slots
11-20 15 Set Points 08 Spell Slots
21-30 20 Set Points 10 Spell Slots
31-40 25 Set Points 12 Spell Slots
41-50 30 Set Points 14 Spell Slots
51-60 35 Set Points 16 Spell Slots
61-70 40 Set Points 18 Spell Slots
71-80 45 Set Points 20 Spell Slots
81-90 50 Set Points 20 Spell Slots
91-99 55 Set Points ??? (Probably still 20 Spell Slots)
Here's my proposed changes:
01-09 11 Set Points 06 Spell Slots
10-14 14 Set Points 07 Spell Slots
15-19 17 Set Points 08 Spell Slots
20-24 20 Set Points 09 Spell Slots
25-29 23 Set Points 10 Spell Slots
30-34 26 Set Points 11 Spell Slots
35-39 29 Set Points 12 Spell Slots
40-44 32 Set Points 13 Spell Slots
45-49 35 Set Points 14 Spell Slots
50-54 38 Set Points 15 Spell Slots
55-59 41 Set Points 16 Spell Slots
60-64 44 Set Points 17 Spell Slots
65-69 47 Set Points 18 Spell Slots
70-74 50 Set Points 19 Spell Slots
75-79 53 Set Points 20 Spell Slots
80-84 56 Set Points 21 Spell Slots
85-89 59 Set Points 22 Spell Slots
90-94 62 Set Points 23 Spell Slots
95-99 65 Set Points 24 Spell Slots
You'll notice with this system:
We end up with a maximum of 10 more points at 95. Not really overpowering.
Spells are distributed better throughout leveling, allowing more customization of stats/traits.
Pre-80, we have the exact same number of Spell Slots, but they're accessible 1 lvl earlier.
We continue to gain spell slots in increments of 1 after 80, to account for the extra points.
Slightly higher starting Spell Point Count, which increases our versatility for Dunes and Qufim level parties (if anyone still does those?).
Also, this will allow some people to reconfigure their merits. They may possibly want to change Assimilation to MACC or something.
Doesn't this just scream "reasonable"? I think so my friends. I think so..
*Edit*
And my final reasoning behind this change:
With the increase to level 80, we were able to pull far ahead of some DDs.
With the increase to level 85, we were able to hold our own against some DDs.
With the increase to level 90, things began shifting dangerously in the other direction.
At this rate, at level 99, we will be relegated to "Crap, it's Death Ray, who wants to go change to BLU?" *general murmur of discontent* One unlucky person says "I guess I'll do it.." The leader says "Nah it's ok. We'll just kill it quick and move on." Unlucky guy says "WEWT! Thanks! I almost had to come lolBLU!" *entire LS chuckles*
We need every edge we can get to stay afloat at 99. Being able to keep offensive stats/traits in while still having room for proc spells is vital!
I'm somewhat suspicious that S/E may have screwed up with the spell slots. Especially considering there was no increase at 81. Wondering if based on the PS2 limitations, the slots were calculated to match the max slots the PS2 could handle at 71.
I hope it isn't, but I'm somehow growing fearful that this is the case: SE introduced the level cap increase for no reason, but due to PS2 limitations, they couldn't implement it in any meaningful less than half-assed way while maintaining game balance.Quote:
I'm somewhat suspicious that S/E may have screwed up with the spell slots. Especially considering there was no increase at 81. Wondering if based on the PS2 limitations, the slots were calculated to match the max slots the PS2 could handle at 71.
When they realized their error, they added terrific new gear as eye candy and hoped the crisis would be averted for another year or so.
I'm kind of sick of Abyssea, and if it's taking that much of a toll on the PS2, undo Abyssea, roll back levels, refund our expansion money, put real content back into the game for the level cap the game was designed for. :) (But let us keep the Magian stuff!)
we have enough blunt damage as is..
we lost a high end spell for slashing though
the top is still VC i think?
yeah just seems SE should of let 75+ be without ps2 or get rid of it.
really shocked when se said they would raise the cap.
I was shcoked because all I hear was ps2 limitation this ps2 limitation that.
Hopefully this is all a scheme by SE to keep adding spells and level ups until all the PS2s in the world overheat and melt.
Then they'll overhaul the game.
Have a hard time believing its PS2 limitations when every other mage job can use ALL their spells, I'm sure an extra slot or 2 won't make or break those glass machines.
Vertical Cleave? It worked well with CA -> Exipacion -> VC for Dark SC back at 75
tho, if your not fighting the mob 1 on 1, blu/thf with SA and TA would probably still cause stupid damage.
CA efflux exipacion SA (possibly TA) VC SC dark
plus... some boosts. SC bonus trait, etc
Actually, I'm wondering if the problem is that BLU can't use all of their spells. It may load them differently than a job that gets access to all of their spells. Since I don't know how it is coded, and we have to actually 'load them,' it may move them to a separate area of the memory. Just wondering if the lack of the 2 new slots at 81, although we were given the extra 5 set points, wasn't an oversight but couldn't be done.
guess we'll see with the next update. While I do think SE has treated us well post 75, points and slots are becoming a major issue here. I really hope SE surprises us with something. 15 levels....5 points....ouch!
Abyssea proc's rape my spells, set points, and traits, if I load them prior to the fight. I always have to ask my party "Do you want me to load proc spells before we get an elemental hint? I will be able to quickly try the spells. But, i will be worthless if we get aggro from other mobs. Or, do you want me to wait for the elemental hint, load only those spells, and be without magic for 1 minute?"
I do the same if I'm the only one who can cast nin spells. But, any spell will give you a hint. It's luck. I often hit the mob with Delta Thrust to attempt to inflict Plague to try to reduce TP moves as soon as it gets to camp. If it has a lot of hit points, I follow up with an immediate Benthic Typhoon. I often get a hint off of one of those 2 spells.
No comments whatsoever on my point distribution post on page 6?
More points are always good a thing, however I think a point revision of pre-75 spells are in order (which might revise Headbutt, magic Fruit, disseverment, etc.). A trait set would save most BLU's 5-10 points off the top (ex. Double Attack, which I never use either of those spells), with the added perk of having those nice traits without being penalized, like counter, fast cast, conserve mp, etc.
Under this system, at levels 10-29, the numbers fluctuate from slightly more points at some level ranges and slightly less at some (but with only 5 levels in between point additions instead of 10). Beginning at exactly lvl 30, we would consistently have more set points.
As far as the spell point value of spells, I say just change all 5 point cost spells to 4 points. 5 points represents 10 full levels under the current system, and most of the spells that cost 5 points are completely underwhelming and don't warrant squandering 10 levels worth of points.
If you go about making major revisions to the spell point values, you would need to greatly increase the number of spell slots to accommodate the changes, which would greatly unbalance BLU pre 75. My method doesn't offer more than a minimal impact on pre 75 gameplay, but offers great benefit in the 90s. It spreads out the distribution in such a way that the game balance is preserved.
Delta Thrust is seems to be the most consistent in terms of slashing damage compared to VC and VD, but I guess a 3-hit attack would be.
Azure Lore is perfectly capable 2hr we really don't need to redefine the entire ability in order to make it worthwhile. Its perfectly capable of doing damage well, its just A) the damage isn't that noticeable except for the first big bang so long as you have CA up. and B) its too short. even fixing one of these two issues would be a great improvement. The biggest issue is its too situational. Most 2hrs are designed to help you in a pinch. to get the most out of AL you need at least 100% TP, Chain Affinity, Efflux and a Boat Load of MP available and be able to Unload most of it into dmg within 30 seconds. Something which really isnt a pinch, and when your in one won't really change the tide.
Job Trait Combos I can go ether way, combinations of spells would be nice for our setups but its not as much a necessity, one thing i feel needs to change is our job traits need to be stackable. getting only one tier of everything but clear mind is moot as it is. plus if they think its broken keep in mind that blus would only really set the best spells to fit there role. we wouldn't place weak spells just to enhance job traits, unless of course the role called for it. which is highly unlikely.
Clubs are one of the things I feel are a definite need for blu, blu is one of the strongest club DDs in the game but has no clubs to utilize it. I honestly don't know what SE was thinking when they only gave us access to "spoons" anyway. giving us more weapon options then sword at high levels (heck even at low ones) wouldn't hurt.
Call me a fangirl, but i had an idea for Blue Mage's 2hr.
I liked what they did with astral flow, giving summoner access to things they couldn't do before.
So i think the 2hr should be split into 2 different abilities, and please forgive the rediculous names;
Azure Dreams
Azure Hope
Dreams changes the player into a soulflayer, giving all magical based spells 200% damage increase and Macc Mcrit and MP bonuses to help the player cast. Also, in soulflayer mode, Mighty Guard, White Wind, Thunderbolt And Maybe other Nuking type spells we normally dont have access too can be added.
Azure Hope turns the player into a gnole, making all physical spells do 200% damage increase, with Acc Crit hit Rate, and HP bonuses added. Spells that could be added are Spike Flail, Tortoise Stomp, etc
Of course both would share a timer, 2 hours, and they would each last 1 minute.
I want Mighty Guard and White Wind to be avilable without a gimeck though... its so nostalgic for Blue mages... but they gave it to NMs, and NMs only.
Sorry if this is a stupid idea, just kinda talking out of my dream world :p
I posted up an idea similar to Azure Dream. It was more powerful but had 2 catches, you no longer control your character and after the mobs are killed, if you're still alive and in this state, you turn on your party. It's somewhat based on our storyline where we go insane if we become too aligned to the monsters we hunt.