I'm more surprised that some have played without manual sorting. It's very convenient to have trigger spells at the bottom of my spell list so I can sideways scroll to the end of the list.
Printable View
I'm more surprised that some have played without manual sorting. It's very convenient to have trigger spells at the bottom of my spell list so I can sideways scroll to the end of the list.
Wait, I just skimmed through the majority of the forum. Do we actually have to go out and learn these spells? On top of that use a job ability to use them? wut. No free "reign"(only limited by our points, etc.) over our spells like we used to? Damn. Well if we're getting imposed such a thing as this. I just hope the damage from these spells are justified by putting them in a category all by their own. Reconsider it, if it doesn't then reconsider it again. (The HNM ones and what have you that fall under the JA category.)
Blue Mage has gotten some pretty hyped up spells, which when we used were below our expectations, in fact, I'm pretty sure most of us felt pretty idiotic for even using them afterwards only to end up going "Oh...Uh...Hum...Mmm... Family Emergency." Then flee from the party to avoid getting lol'd at. (Looking at you 1K Needles.)
However, all in all t'is a good update. Curious what spells they're going to add on both sides of the spectrum, the non JA spells as well as the JA spells. However, I'm skeptical of most of the updates, most if not all bring some sort of bad news for every other job and great news for the others.
As for the salty thieves, come my friends. Red Mage has been shafted as well. Let's rejoice, hold hands and make job alliances against everyone else, and in time, our jobs can mate with each other and become Red Thieves, or Thief Mage. We'll uh, work out the details later or something, k'?
Wait a minute, I think I'm on to something...
I've thought it over, and this is my current expectation for how the HNM spells will perform:
Bubblemonkey gains the effect of Unbridled Knowledge.
Bubblemonkey begins casting Spiked Flail on That Thing with More Defense than a Baked Potato.
That Thing with More Defense than a Baked Potato takes 450 damage.
Bubblemonkey has discovered the HNM spells have no attack bonus.
Bubblemonkey gains the effect of Unpleasant Knowledge.
Bubblemonkey begins casting Headbutt on his desk.
I just can't imagine a Blue Magic spell ever having a decent attack value under any circumstances. I want to have faith and believe, but it's just inconceivable to me.
I think the fact that these spells will be limited by a JA in conjunction "HNM", I think these spells will really shine, MP efficient I seriously doubt it.
Yup it is indeed hard to believe SE would give us the shaft on this, if they would make them JA only, I'm not saying these spells will break the game or something, but my best guess is that these will not be spells to look over. And will certainly be desirable.
I have no doubt that the spells will have excellent modifiers and very high base damage. I have a great deal of doubt that the spells will have the attack bonus needed to be useful for situations in which Blue Mage is currently better off with a good sword and a red curry bun.
I'm not sure if the universally low attack on spells is intentional or just an issue that never occurred to anyone on the development team, but either way I have come to expect that any and all physical spells will have the same issue.
They could always surprise me, though. I like surprises!
Camate! You're the spoilers god of the DEV team! Give us some hints at what other blue magic spells we'll get! So far White Wind and Thunderbolt are confirmed from screenshots/previous posts.
Here
New Spell Animations
I just hope spells like White Wind doesn't have an insane mp cost and long casting time/recast time. That would really suck balls.
what is going to suck is I think there is only one mob in the game that does that move.
White Wind? Most Puk NMs do it to my knowledge, but since to learn it in Besieged your party would have to land the finishing blow, that's difficult. The Puk from Shadows of the Mind might use it but I don't recall. The Voidwatch Puk might, but I only fought it once and was busy trying to proc spells to notice. The T1 VNM Vulpangue definitely uses it. Waugyl in Abyssea-Altepa loves to spam it. Honestly, there's plenty of places to learn it. :p
only NM puks do white wind. so the nm in aby-altepa, probably the ZNM (t1), and a few other(s). i wouldn't be surprised if they added new VW mobs that do all the HNM moves.
I'm sure it's not in this FF but correct me if I'm wrong, didn't Whitewind in FFVII also cure status ailments?
Waugyl in Abyssea-Altepa uses White wind, and quite frequently iirc.
There you go. Expect a price drop in the already low-costing Mageblade from BLUs spamming Waugyl. Tada.
From this vid
http://www.ffxiah.com/forum/topic/23...ll-animations/
- 1st barria spell is definitly Barrier Tusk: Grants defense and magic defense boost to the marid. (For me is it's both possible to long wait P-S spell or just Def + Mdef Up. but sound not like to be phalynx, Let's hope anyways since we going to have Harden Shell which very seem like to def boost more so this one may different, else we will get 2 def up on 1 update)
-2nd Ice Spell is very seem like to be Ruszors - Frozen Mist: - AoE Ice damage and Dispel. Additional Effect: Frozen. Envelopes its user in an icy mist which repells all melee attacks, granting them a physical shield effect until the mist dissipates.
(Which i don't think SE is good enough to give blu this additional effect lol)
- 3rd Is very seem like Ladybug - Sudden Lunge: - Knockback damage and Stun effect. Ignores Utsusemi, reduces Ladybug's HP by 5%-15% whether it hits or not. (May new headbutt?, but HP Reduce think will not apply to blu? Just hope so =w=)
4 - That skull spell is look like Iratham move for me not sure is
Malign Invocation: Mid-high AoE damage with Additional Effect: Amnesia.
or Deathly Diminuendo: AoE damage with Additional Effects: Bio and Curse.
(I think it's was Deatly Dimiuendo? I really can't remember execly)
5 - Dark spell dmg with sparking is definitly Dark Orb - Area of Effect, Dark Damage ( Another Dark base magic, look like SE so love to give blu Dark base magic)
6 - Look like another Gaze type spell which so hard to fix which is it , but it look like Tauri - Mortal Ray - Single target Doom. Gaze Attack. (Just hope it's not super just Show off magic again no ways land to nm anyways lol, i still remember well about what happen to Jettatura, which is become just "Super LONGGGGG Cast stun magic" or Bad Breath which just low dmg breath with 5 sec of each debuff (if can landed) which you trade with tonssss mp and forever casting)
7 - Definitly Golem - Heavy Strike: - Moderate single-target damage. for me also (Just hope is good dmg for just single hit but hard to hope since this round update normally SE will give us only junk physical spell)
8 - Definity Behemoth - Thunderbolt: 40' AoE Lightning damage and Stun.
(Just wonder how dmg will deal + if it's really wide range like origial, sound like doom for blu for me lol)
9 - Definilty Poroggos - Water Bomb - 10' AoE water damage (centered on the primary target) with Silence
10 - Definitly Adamantoise - Harden Shell - Defense Boost effect. (Hope it was longer stay version of Def up, I both love and hate cocoon for a reason.
totally 10 spell for 5 lv is very common for SE to give blue, I just hope we will see more than this actually since HNM WS will speratly form normal spell list. and so far only 2 HNM is add in this update =/ i really hope we can see all 3 Land King for this update so we still miss Wyrm ;;, And as SE tradition for blu magic add, which will switch to give between potent physical magic and magic debuff/buff magic, since last update we have quite strong physical magic so this update will not have any "Strong Physical Blue Magic" apply.
PS. if white wind exist in next update guess still no dats for it yet so far. That may a little hope for more magic will apply.
Am I the only BLU in this game that thinks White Wind is nothing but a back rub of fan service, and is completely and UTTERLY pointless in use? I mean hell when was the last time any BLU used Healing Wind? I could give a damn less about AoE cures, removing of status ailments isn't bad but.... thats what Winds of Promy does and it has a more then decent MP cost as well as recast..... To what reason could I possibly care for an AoE cure, which will probably get me killed, and I would be better benefited to use Winds of Promy. /sigh this kinda ranks up there with people saying our 2 hr should turn us into soul flayers, and a JA that allows us to use all of our spells...
Anyway, I'm really hoping that the 2nd spell is actually Crystalline Cocoon and if it isn't then I hope that comes soon, our own form of protect and shell would be freakin fantastic! yet the Ruzor idea doesn't sound too bad either, I've wanted a spell that gives a sort of physical nullification this way our tankability will be greatly boosted during 2hrs and such of mobs or when a mob starts to go into rage/bannana mode. Come on SE! Don't let us down with this spell! (No lie I was really hoping reaving wind would have a wind that knocked back the enemy, this would be fantastic for kiting mobs or tanking them when it starts to get hectic, but oh well).
The trouble with 1k needles is what makes it a nice spell as well. Since, I haven't used it in a long long time and I'm too lazy to search for info...doesn't it always do 1k damage/per mob? Regardless of resist rate. Unfortunately, most of the upper blue physical spell also does this damage and past it with efflux and for cheaper, faster casting time. Of course, they are single target only.
In case, no one said it...how about the NM cataurs "10k needle". I don't necessarily want to make blue mages a magical nuking job, but it would be nice to have a really powerful AoE or even single target magical spell. Plus something to burst with.
Well derp. I have one and you think I'd check. That's what I get for mindlessly replying. :P
Honestly if it doesn't wipe multiple status ailments or all status ailments currently applied to party members, /throws away in trash, useless and I'll never use it nor equip it unless it has a sexy JA. I would rather use AoE Erase from winds of promy.
Except that erase won't cure poison, paralysis, or any of the other non-erase spells. It'd be a nice AoE healing especially if it's along the lines of a Curaga 3, which is what I'm hoping. Odds are it'll be a curaga II and we'll all QQ about it, but until then I'd rather wait and see. It'd be nice to have a support healing effect for your party as needed, and Winds of Promy isn't going to be restoring HP so that's sorta an odd argument.
You know what I'd like to see? More points! Come on Square! Just give us one extra point at lvls 1, 11, 21, etc. JUST ONE! You give us all these spells/job traits we can get but never enough points!
That's suppose to be part of the challenge.
White Wind is ~700 hp cure.
^This. and i would add also what 2 other posteres said:
- please re-evaluate BLUE Magic Attack scalings. Because right now BLUs can't even approach a BLM or SCH spike dmg, or a melee DD dmg, with spells on any notorious monster that matters (ie lvl80+ NMs vs. BLU90). Direct consequence: BLUs are simply called to come to event in another job or stuck in healing/triggering whore only role...
EDIT: i mean as "base" BLU, ie not using SneakAttack, or asking COR buffs to "cheat" spell dmg.
- the 1min cooldown timer... uber annoying... especially on events needing blu for trigger. Someone posted a typical scenario: leader ask blu to set a trigger spell, blu starts to go in spell list and set said spell -20secs passed already there-, blu starts waiting 1min, someone triggers around 45secs waiting, blu feels like "Damn it now i have to re-set the spell i ditched for that trigger spell..." - at least 3mins wasted there, where usually NM is dead by then... Other scenario would be to anticipate and set the 3 potential trigger spell needed, but then that means gimping our total set points to 40~44 instead of usual 50 with 5merits in Assimilation...
A reasonable solution would be either to set that cooldown just before opening the spells list and setting spell(s), not after (and of course NO cooldown if no new spell set); or reduce it to 30secs...
Just finished a FF7 playthrough, and White Wind DEFINATELY does remove many status ailments, however it removes buffs too. I have seen it remove bio(poison), blindness, slow, confusion, toad and mini to name a few. It also removes all the buffs from Big Guard ie barrier mbarrier and haste.
I made another post here which has information on the new spells and testing on the modifiers on the spells if anyone is interested.
I'd also appreciate any opinions you guys have on the new spells be posted there so we can hopefully gather enough 'voiced' opinions to help Camate formulate some constructive feedback for the dev team.
100% agree with this. I understand the limitation from a tactical perspective, but it basically puts me out of comission for anything other than procs when doing Voidwatch due to the large number of potential procs. My ability to damage, enfeeble, buff, heal, and tank is completely nonexistent, and it's extremely frustrating. Getting away from the proc system entirely would be my preferred solution since it's a poor excuse for balancing alliance play, but at the very least I'd like to be able to fulfill proc duties and general alliance duties in the way everyone else can without incurring crippling penalties.
Blue Mage is the only job that's legitimately and critically hampered by the proc system (Voidwatch mostly, to a very lesser extent Abyssea). No other job is required to change their entire spell list and wait 60 seconds every time just to cast one of their proc spells (PUP has to change frames I guess, but how much do they really lose by doing that :\).
Why should I have to have my entire list of castable spells dedicated only to proccing weaknesses, only to have to change into even more proc spells and wait 60 seconds because there's more spells than there are points/spell slots?
I offer forth some solutions:
1) Limit the list of BLU proc spells similar to abyssea.
2) Lower the cooldown between spell sets. This could cause some issues outside of proccing situations, so it's probably not preferred.
3) Add a magic discernment periapt similar to the JA/WS one. I don't know why this wasn't already considered...
I've never done VW so I couldn't speak on it's behalf. What you're all saying is putting me off though.
I still don't think the issue is the 1 minute cooldown timer. It isn't drastically bad, and I've grown accustomed to it.
There are multiple weakness procs active at any given time. It's very rare that you don't have at least two magic procs active at a time, so that's two full elements to set and cast... and once you get a proc, you're immediately looking for new procs. If somebody proc'd a WS or JA while you were looking for magic procs, that may add to your list since the next proc could be magic instead.
You are constantly trying procs, setting new spells, or waiting on cooldown. There is very little time to do anything else and you can't dedicate many set points to non-proc spells anyway due to the large number of potential procs per element.
Your arguing that "proc" system is the entire game. If anything it's only 2-4% of the entire game(if that)...even though your doing it 100% of the time. Abyssea is a niche part of the total FFXI experience. It's only because it's "new" that make it seem important.
So it seems that VW is about repeated procing to build up some gauge or lights based system. That does sound harsh.
But that sounds like a bad system design rather than an issue with the set spell system..
Do WS' proc in VW too?