Wow thats actually really cool,
remembering the AF cutscenes and yeah, that would be fun :p
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Wow thats actually really cool,
remembering the AF cutscenes and yeah, that would be fun :p
I would seriously dislike scrolling through all those spells to find one that stuns, heals, or can CC an enemy. This is the appeal of blu spells:
Nice clean selection you can choose from in a pinch.
How about we change Azure Lore to allow phy spells to open or close SC vs each other and MB anything (provided it doesn't have an amazingly sucky cast)? It sounds like sam but think of the possibility of bursting too in there. Each spell has a recast to deal with so multiple SC with whatever we have equiped would be pretty sweet imo... There really isn't much room here to work with unless CA stays active for the duration of AL once AL is activated. Maybe we can use the mobs moves against themselves by setting 'Mob attack' and 'Mob defend' spells that are only active during our 2 hour.
It was rather genius tbh. Most people won't always grasp it so it's understandable to post this question. The problem here is that SE may want you to feel like you can't use the spells you'd like to and would somewhat force some sorta claustrophobia onto the user when setting spells. If i had an extra 10 slots i'd set in uppercut, stinking gas, MP drainkiss, or possibly an attack boost in place of uppercut unless i'm going for stat stacking on something. As far as ps2 limitations on spells... maybe i misread what was said about load time etc but they should remove the load time nerf.
When blu was released we could swap spells without any issues but suddenly SE paniced and nerfed the timer without real cause. Swaping in things mid battle takes away from our response time which means there's an up and down to it (you guys like this, no?) and there's nothing broken about it. Also, they didn't throw us any eye candy if you accidentally referred to AF3 body/hands/feet/head model. Part of it is clean and the other part is pretty dirty.
I wonder if blu was to have 2 JAs like NIN has, Yonin and Innin, but for physical and magical blu spells. Raising the dmg for physical spells and lowering dmg for magical and the other way around. Who cares about accuracy...maybe change up the recasts but that might mess things up with our debuffs if on the physical. Idk...just something I thought would be interesting to happen.
I am fairly new to BLU, but, I do have a suggestion and a question.
Suggestion to SE: Could you please allow BLU's to select and store different macro sets for spells, the selection might not always be perfect but would help somewhat with the cooldown to change spell sets, especially in mid-battle.
Question: I was trying to learn Tail Slap from Lamian Fatedealers last night, BLU magic capped, level 70 BLU. With Hysteric Barrage, the sword has to be knocked out of the mob's hand with crits before she will use the spell. I checked the "How to Obtain" section for Tail Slap and there are no edits. I attempted to learn the spell with sword removed and equipped, never learned it in 2 hours, which is not a huge problem. However, can someone tell me if the sword has to be equipped or unequipped to learn this spell please?
In conclusion, I would like to see more points slots for BLU. It takes 5 spells to create the auto -refresh job trait at a cost of I think 13 or 14 points to get the 8 set points required for it to be activated. At the moment, I will wait until I can use my Mirage Jubbah.
We need a buff to the way that our spells scale based on monster level. A Blue Magic Attack bonus for certain spells on higher level monsters is in order.
I think we got to much modifier depending on spell, something nice could be a new merit set, that let you change the modifier of certains spells, by exemple, a spell based CHR will be if merited a spell based INT, so if the mod for a spell is let's say: STR: 20% CHR: 60% instead it will be: STR: 20% INT: 60%
And there could be some merit like:
Swap AGI for DEX
Swap VIT for STR
Swap CHR for INT
Swap MND for INT
And so our primary modifier could mostly be INT / STR / DEX, that will let us have more free inventory space and more power to the spells with gear that have terribly low stats .
Another spell suggestion:
Some sort of movement speed spell for Blu along the lines of smn/dnc/brd.
Blue Job Ability Idea, based on stances
Cognizance
Level 50
Duration: 5 minutes
Recast: 30 seconds
Description: Reduces casting and recast time of Blue Magical Spells while adding magic accuracy. Physical spells receive a penalty while under the effect of Cognizance.
What it does: Grants the user +5 INT/MND/CHR and -10 STR/DEX/VIT/AGI (Stat bonus/penalty increases in level increments)
Blue Magical Spell cast/recast time -10% Blue Magic Accuracy +20
Blue Physical Spell cast/recast time +20% Blue Physical Accuracy -20
Intensity
Level 50
Duration: 5 minutes
Recast: 30 seconds
Description: Reduces casting and recast time of Blue Physical Spells while adding accuracy. Magical spells receive a penalty while under the effect of Intensity.
What it does: Grants the user +5 STR/DEX/VIT/AGI and -10 INT/MDN/CHR (Stat bonus/penalty increases in level increments)
Blue Physical Spell cast/recast time -10% Blue Physical Accuracy +20
Blue Magical Spell cast/recast time +20% Blue Magical Accuracy -20
Not a bad idea, too scholarish, since we have a damage JA (Eff CA), I would like a enhancement JA as we have a ton of enhancements, like haste, refresh, occultation, cocoon and the list goes on.
Being that our magical spells and physical spells have a wide assortment of modifiers this would kill the effectiveness and damage outsput of some spells.
Heres a list of some of the spells it would negativly effect, I put some of the more common ones Blue mages set in bold.
Head Butt, Mandibular Bite, Screwdriver, Ram Charge, Whirl of Rage, Frypan, Terror Touch, Sub-zero Smash, Charged Whisker, and Thermal Pulse
Idk about anybody else, but I find these to be a complete and utter waste of time, imo. For starters, this is 2011, and we are in the age of Abyssea.... Nobody cares about Magical accuracy.... As much as SE loves giving us garbage items (Mavi earring) to increase our Magic Accuracy.... nobody cares about it. I can tell you right now any one in their right mind would rather wear a moldavite then a mavi earring, or hell even a hecates. While this seems swell, if your dying for magic accuracy that much.... Merit into Convergence, it helps with magic accuracy and use your burst affinity. Problem solved.
Also reduce Casting time and Recast time? Really? Have you played BLU? Any BLU knows that our casting time is mostly if not always .5 seconds.... how much more faster do you want it to be? .1 second? And recast? Ok... I guess you could shorten it, but why? So you can pull even more hate then we already do and get yourself killed.... Go right on ahead. But I can say right now, if you want a faster recast, then go get your Mavi +1/+2 Bazubands. They reduce Blue magic recast times. While I admire that some thought is being put in for some new JAs. I would personally be disappointed that out of all the great suggestions in this forum, that these would be chosen.
Scuro you have to keep in mind JP play BLU a whole different way. Its all about magic accuracy with them, hence all those MACC sticks you see them with :(
Um. Done Voidwatch yet?
Charged whisker, probably our best AoE nuke, has a cast time of 5 seconds - a full order of magnitude above what you listed. Thermal Pulse is 6 seconds.Quote:
Also reduce Casting time and Recast time? Really? Have you played BLU? Any BLU knows that our casting time is mostly if not always .5 seconds....
Now, this is nothing compared to BLM's 10+ second casts (though they've their own ways to pull that down). I could care less about cast times that low. But both spells have 1 minute or longer recasts. Those, I wouldn't mind seeing decreased at all.
418 skill (missing af2 head and those blu skill hands) and the ability to get atleast ~+25 m.acc in other slots is enough tbh. Getting 175 in m.acc ontop of 12 from merits and such... lol... its hard to really resist with 418 and 15m.acc so i'm going to look into this.
To me, the most intriguing part of this conversation is the discussion of what to do with Azure Lore. I like a number of the suggestions, but I have a modification to one of the most reasonable I've seen.
Reasoning: We all agree that Phys Blue Magic is mostly where it's at. This version of Azure Lore would allow us to make very effective use of our Physical spells for a short duration, with a bonus for having been frugal with TP before the Ability's use. Skillchain damage is halved so as to not make this ability too godly. (Consider a 300TP Benthic Typhoon > 300TP Quadratic Continuum > Darkness under Abyssea conditions...) Also, Physical recast doubled to force the user to make certain choices. (See below.)Quote:
Azure Lore -- Duration: 30 seconds. Recast: 2 hours.
Consumes all TP currently possessed and stores as TP modifier for the duration of Azure Lore (minimum modifier of 100TP). TP Gain is negated for the duration of Azure Lore.
All Physical Blue Magic spells cast under the effect of Azure Lore are cast as if Chain Affinity were in effect. Skillchain damage halved. Recast of Physical Blue Magic spells doubled.
All Magical Blue Magic spells cast under the effect of Azure Lore are cast as if Burst Affinity and Magic Burst Bonus are in effect. Cast and Recast time of Magical Blue Magic spells are halved.
Magical Blue Magic isn't very well liked by most, but this makes them a little more attractive. Faster casting, recasting, and higher damage output would make for some interesting possibilities. Also, cutting the casting time by half would make it far easier to land a few Magic Bursts during your all-blue-magic-self-skillchains. (Why would I want to do this? Again, see below...)
THE CHOICE:
Most 2-Hours in the game are used for one of two purposes: The "Oh, s#!t" button and the Zerg button. This 2hr has both options, depending on how you prep for it.
As an "Oh, s#!t" button, you're most likely going to be low on TP from trying to burn down the mob already. This rewards you with a reasonable boost in damage per spell, plus skillchain damage. Also, since your spell set will most likely be geared toward XP/soloing--i.e. a few damage spells and the rest support/stat-boosters--the benefit to popping the 2hr will be quite noticeable, but not "zomg overpowered!" As you spam your physical spells, you'll quickly find yourself out of options, due to the increased recast timer. This gives incentive to make use of the Magic Burst capacities granted.
As a Zerg button, a BLU could choose to set a wide array of Physical Blue Magic spells, sacrificing certain stat bonuses/job traits for quantity of spells and, thus, damage output. It would also behoove the Zerg blu to build to 300TP before using the 2hr, requiring a certain level of planning/restraint.
---
Is it perfect? No. Is it better than current Azure Lore? I believe so. It's unique to us in many ways, doesn't require much in the way of coding of new functions within the game, (ergo, easy to implement,) and fits with the existing lore of the Immortals; to eschew mortal combat methods (wiping TP and preventing its gain) for the pure use of their magic is to embrace the Beast Within.
Anyway... that's my two gil...
That your main gear setup? I understand you CAN set it that high, but do you actually play with what you described just now? Point is our way of playing BLU is not everyone's way, we consider BLU a DD, JP consider BLU more of a stunner and support role, not DD. Don't know how many times i see the MACC sticks with magic attack earrings and gear all out of whack on some of them, again their style.
Idk about you, but I have no problem stunning with or with out MACC, its just pointless to add more of it. What is needed is magic attack, who cares about accuracy. And yes I have done Voidwatch, and that gives even more fuel to my statement of "F*Ck Magic Accuracy SE, gives us Magic Attack" Now that we don't have Ultimate to rely on, our damage is severely reduced with magic spells for BLU. Not to mention Magic Attack direcly effects Charged Whisker, unlike Dex and such. So again, Magic Attack is the better version. Getting a MACC staff is just over kill really and a blatent waste of time. How many times do you have stun actually miss (unless the mob is highly resistant)? I can tell you right now the reason they took off Blitztrahl on our proc'n spells is because the stun proc'd frequently. So again.... Why? Besides to wast everyone else's suggestions for better things, why would you blatently waste time for MACC?
Also, I personally think the timer on those spells are acceptable, and if anything are greatly reduced with the gear alone. You don't need more, or else you will pull more hate then the Tank can tank Anyway, and die. Death isn't exactly worth the couple seconds off your casting. Thank you.
Perhaps a job trait.
Azure Attunement
Grants an attack bonus to Blue Magic spells.
Lv. 30/45/60/75/90
I - +25
II - +50
III - +75
IV - +100
V - +125
Would begin to help with blue magic attack debt on higher level NMs and NMs with higher DEF. Since we don't have any reasonable sources of attack for our spells, +125 is hardly asking for much.