So who besides me is hoping we get spells from the mobs we have no spells from (fomors, yovra, wyrms, adamantoise, acroliths, etc.), rather than more spells from mobs we already have spells from? :P
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So who besides me is hoping we get spells from the mobs we have no spells from (fomors, yovra, wyrms, adamantoise, acroliths, etc.), rather than more spells from mobs we already have spells from? :P
Oh god, spells from Yovra. Don't give them ideas =P
honestly I really want a composure type ability for BLU, just a thought.
A composure like ability would be extremely useful for BLU, as well as the fore-mentioned abiliies, but also having multiple tiers for our job abilities besides Clear Mind would be greatly appreciated as well
I would like to see "Fling Poo" from the Opo-Opo. But we already have 2 spells from them.
I would like to see some less common spells, but at the same time you have to make them somewhat available to everyone. There are only so many Adamantoise. I think a good idea would be for some specific BCNMs that only BLU can enter solo. Kind of like the 20 cap SMN battles. Maybe defeat a rare type of mob in order to learn its spell?
I'd love to get Dual Wield 3 trait from a spell combination, would give us much more sub job flexibility. BLU/WAR with all the haste of a BLU/NIN is something to be feared (not that our dmg output isn't already noteworthy.) At that point it's just a matter of trying to survive...
Time for another Cure spell too, on par with cure 6
Yes and if you gear for it, with cure potency on cure 5 it is a lot better then Plenilune Embrace. And doing a build like that reduces your damage a lot doesnt it?
We don't need a new cure right now but in the next nine levels to come we likely will.
I was sad to see mighty guard was something clearly out of the question but wasn't there a spell called big guard in some games that took it's place?
I'm happy with the direction things are going in now with some of the magical spells becoming useful, the melee spells progressing at a reasonable pace, and getting some of the crucial buff spells we needed. There were a few letdowns -I'm looking at you Occultation- but most of the new spells post-75 have been rather useful. If I could make a wish to a magic genie I would wish blu got that aoe regain move from pixies, that dose look much more plausible now that sch and cor have regain.
The only thing I think we NEED is a single target sleep or a vastly reduced recast on convergence and to have some of the older spells adjusted. 1000 needles needs help in every facet of it's existence. It costs too much, casts too slow, resists too easily, has too long of a recast, costs too many set points, has a bad set trait, and has too short of a range. I would be happier with bad breath if it had a reduced cost, cast time, and recast time and just did no damage, getting all of those enfeebles at once is actually rather good for it's level. Also, we have so many drain spells, why are they all so bad?
Digest is a good spell actually, 20mp blue magic skill *.55, so it only gets stronger, at 401 i drain 220hp unresisted, you can also burst on darkness for 286, not bad for 20mp. however your point is well taken.
I agree, new spells are a given, but I would like our abilities tweaked just a tad....like our 2hr (I can count on one hand how many times i used it), Convergence I think would be best served on a 5 min timer, and as I mentioned in an earlier post we need a buff ability like composure.
I do believe we should get a nice AOE cure (since we have UBER nukes now and considered a mage)or at least cure outside of our party for alliance support or to save a dying n00b when casually running by.
Am I the only one who wants to see more blu signature spells from previous FF games? Mighty Guard would be sick, but it isn't like we aren't used to having our version of spells nerfed or completly different than the ones the mobs wield.
I hope he's referring to atma changes.
I can defintely get behind these spells, but ones I would also suggest...
Glacier Splitter from Aerns
would be like sub zero smash, but be a stronger version of paralyze then Sub Zero Smash.
And my final suggestion is a spell I've had an affinity for but have no idea how to apply it now that Everyone's Rancore came out. Originally I had hoped the spell would work based off of the BLU's hate from the mob within the party, based on what % of hate you had (guaged by the SCH or if the mob is attacking you) would be the multiplier for the damage you give to the mob. When you do the spell, it would reduce your hate to 0%. I mean this could also have like a 2-3 minute recast I wouldn't care, a spell like that would be a very heavy asset, which is why I was so dissapointed to see that Everyone's Rancore came out to be something it totally isn't for mobs.
Vitriolic Barrage
YES F*CKIN PLEASE! Thats Disseverment +1.
My last idea would have to be moves from the chariots
Inertia Stream? Pretty awesome
Discharge? Could be as I addressed earlier, a stronger paralyze
Discoid? New 1000 needles and maybe better accuracy?
Homing Missle? Could be used when a mob starts attacking a mage that has pulled too much hate for the tank/DD to pull off hate better
Mortal Revolution? Who wouldn't love AoE physical damage + Knockback + Stun, thats just win!
I'd definitely like to see all the level 99 spells be the rest of the spells from Soulflayers. This will keep with the story of Blue Mage in the world of Vana'diel.
these Ideas sound cool as hell i had the though of SE making aern's give the Crystalline Cocoon ability to blu's when they were 75 Y they didn't do it who knows...
what would be great would b some spells that came from FFV onward.
-Moon Flute - Casts Berserk on party members
-Frog Song - turn enemy's into a frogs hello!! who wouldn't like that
-White Wind - Restores HP to all party members in the amount of current HP the caster has.
-Angel Whisper - revives and restores HP to KO'ed allies.
-Limit Glove - inflicts massive damage when the caster's HP is in critical
-Mighty Guard - grants Protect and Shell, plus other statuses that vary from game to game, to the entire party (other then crystal cocoon maybe this or give both?
-Death Force - Makes one ally immune to instant death. I can only dream
- Shadow Flare - An extremely powerful defense-ignoring non-elemental attack to one enemy.
what would also b great is if they let say get rid of the card point system and let you use all your spells. you get job traits as u get spells kinda balance the traits out when unlocking blu magic I cannot stress enough how annoying it is to change spells around all day just to porc in abyssea and to change back to solo or party.
It would be nice to have a JA that allows you to morph into a soulflayer (story line purposes) it'll be like saying blus finally figgured out how to control their transformation and it wouldn't be just change due to not being able to control the beast within (kinda like being a werewolf and controlling your wolf form)
sort of like a 2H v2
Well I'd like to see some spells from the enemies that are now populated in Abyssea and thus are more frequent/easier to get spells from. Now for guidelines:
1) These are all common monsters in any zone (Abyssea or otherwise)
2) These are COMMON monsters, not NMs only
3) They may be unique to one Abyssea zone
4) They cannot already have a move you could learn
Pixies - I'm really surprised we haven't gotten a move from Pixies yet. They're everywhere in the past, in the present, and now in Abyssea as well. Summer Breeze (AoE Erase, if nothing is erased grants Regain) would be the best move, but really I can see usefulness for all their moves (Arrows do elemental damage + KB and sometimes Bind), other Breezes add Crowd Control (TP Down + Sleep or Dispel + Stun or an AoE Heal)
Adamantoise(Giant Turtles) - The argument for Adamantoise/Acroliths/Gears/Wyrms/Sandworms was that they weren't populated enough in the world or were NM only. Abyssea has definitely changed that. Turtles have a variety of interesting and useful manuevers. I'd honestly like to see their breaths, but really any of their moves come to mind as helpful, except maybe Head Butt due to naming issues.
Acroliths - All of its attacks deal damage. Pretty much helpful. Detonating Grasp could inflict slow (similar to how the Acrolith blows off its own hand) while Dismemberment could inflict - to a stat or slow/gravity depicting loss of a limb. If that's a bit too complex, just Sinker Drill, Dire Straight, or Earth Shatter all work
Gears - Gears are kinda cool. They've got a variety of shadow piercing/removing skills, a bunch of AoE, a self restore, and some NMs even have a super buff move (Protect+Shell+Haste+Blink). While I'd love Heavy Armature (the super buff), Restoration actually shines for me as others have said. A heal for those alive and a raise for those who are dead. If not, Railcannon would be kinda nice as a ST line based damage.
Djinn (Dark bombs) - Djinn are kinda interesting. We already have Self-Destruct (Nocturnal Combustion is Djinn version) and Cold Wave (Dark Wave is Djinn version). This leaves Penumbral Impact (Sling Bomb), Berserk, and the little innate Djinn have (Grants 100 TP when hit with a spell same element as the day). I'd like the innate as a castable spell for a bit more strategy vs some monsters (although spikes would become abusable with it). Berserk would be nice as well.
Corpselights - These are those floating skulls that look like tadpoles. Their only WS is corpse breath which is conical damage + blind (of which Hecatomb Wave does the exact same thing). I'd like to get it for completion sake, but have no real desire
Wyrm - SPIKE FLAIL! No I kid. The choices are: Absolute Terror, Horrid Roar, Spike Flail, <Element> Wing, and <Element> Breath. Spike Flail I do not think the Wyrms in Tahrongi can use, so going to opt it out. Absolute Terror and Horrid Roar are both pretty beneficial, adding another Dispel (perhaps even one that dispels multiple buffs) and another Terror effect (I frankly liked playing with Jettatura). A rather...shall I say, interesting and fun concept would be to make the Wing/Breath attack dependent on the day. The wings would apply a different status effect dependent on the day (Fire - Plague, Ice - Paralyze, Wind - Blind, Dark - Sleep, Earth - Slow, Water - Poison, Thunder - Stun, Light - Dia). Breaths would deal more damage for being limited range and no status.
Sandworm - Sandworms have kinda nifty skills, and although I'm pretty sure people want a "make people naked" attack, it's usefulness outside of silliness would be doubtful. Slaverous Gale (Conical AoE damage), Aeolian Void (Conical Blind + Silence + Damage), and Extreme Purgation (AoE Status Drain) all seem like prime contenders.
Fomor - Before you lift up the Dimensional Death flag, I'd like to state that while Fomors are not Shadows (of which you learn Dimensional Death from). While some of the NMs share moves between Fomor and Shadows, these are the ones most people remember for hunting Subligars from. Fomor come with a bunch of nice moves that'd be fun for a BLU: Aegis Schism (Single Target -75% Defense), Barbed Crescent (ST damage + Accuracy down), Carnal Nightmare (AoE TP Down), Dancing Chains (AoE Drown), Netherspikes (Conical Damage + Bind), and three special skills depending on what weapon the Fomor has equipped (Shackled Fist - 5 hit attack from MNK, Grim Halo - AoE damage from 2h users, Foxfire - Concial Damage + Stun from 1h users).
I'm sure there are other mobs I may have missed (Mimic with Death Trap comes to mind), but these monsters are all pretty common now with Abyssea(although some are limited to a single area) or have been common and not capitalized on. I was absolutely thrilled when we finally got Empty skills and would love for the trend to continue
Well also keep in mind that Reaving wind is not a basic mob spell, it is from an NM, as me and many BLU friends have discussed, I have a feeling that SE is going to make NM specialty attacks the final spells for BLU to get at 91+. This way to make them difficult, memorable, and possibly highly useful. Yet I suppose due to the direction of the conversation, and for the sake of conversing, we should limit to basic mobs. Yet I would still like to see gears and even spells from chariots be in there, I mean that only makes sense. And although all the spells named off from earlier FFs would be cool, what should be defined is that this is more of a conversation about mobs that exist in the game and moves that they have, not mobs SE would have to add to the game. Although I wish they would add new mobs and some of the previously suggested ideas @_@
Ok.. Im about ta blow ur minds.Since Blu is a beast as is, how about something very useful? How about learning reraise from Aerns in Sea? not bad eh?..
I bet they will be adding White Wind at some point, and hopefully mighty guard also :)
I still think Reraise would be useful, I doubt it would be something we would get off of Aern's of course, because I can't say I've honestly seen a Aern use an ability the induces re-raise upon them. Its more of a family trait then an ability I believe. Yet the gears ability that was mentioned earlier, I feel that could be a strong possibility, and if it hasn't been looked into by SE, I would say that is a good one to glance at. I could see White Wind making it, and that would complete BLU's Curaga III/IV. It would be nice to see SE bring back some of its old school spells that are indicative of the job class, but I'm still holding out for things like Mega Flare and such from Bahamaut, or Promathia's Resistance shields for tanking, but thats just me, I'm a large fan of shooting for the stars, hell I never thought Quad Continuum would be the godly DD spell that it is today. @_@ Truly a blessing amonts the fronte line DD BLUs (and imo BLUs of all kinds).
I want to see Restoral from gears, but I'd like it to be more like the gear's ability. Would be nice to have a Cure V-VI that is self-target able only, like our original cure spell, pollen. BLU has always had unique spells, and we're not meant to have the same stuff all the time. Having it self-target only means that it will remain balanced, and the MP cost won't be insane.Quote:
Gears - Gears are kinda cool. They've got a variety of shadow piercing/removing skills, a bunch of AoE, a self restore, and some NMs even have a super buff move (Protect+Shell+Haste+Blink). While I'd love Heavy Armature (the super buff), Restoration actually shines for me as others have said. A heal for those alive and a raise for those who are dead. If not, Railcannon would be kinda nice as a ST line based damage.
a draw in ability would be fun, and situationaly useful..
apkallu...
Id like to mention before the level cap to 80 came out. Square said Blu was gonna get new spells obatined from Megabosses from Nyrule & Assault. That be Hydra, Kchimria, Fafnir, Cerebus at the most part but theres that PanaWarden type demon & Vampire lord also.
So expect bluemage toget those at lv95-99.
Also what I see alot of is between each 5 levels Square gives us More Support spells or More Damage Spells. From 85 to 90 we got actually quite a few damage spells so from 90 to 95 we will get Support spells and from 95-99 Damage Spells. Now what you can say is we got a mixed but i say more. So next update expect toget 2 useful support spells & 2 magical & 1 Good phy and 3 decent phy spells.
Ooh, that's right... Vampyrs! I'd like a spell from them, too. :3 Not a lot of people know, apparently, but there are regular, non-NM Vampyrs in Castle Zvahl Keep (S).
I would love to see a set of spells that dont exist in the game. Obtained from some Old Final Fantasy hero's from old stories through some short little quests and possibly just fun fights. Short little CS in Aht Urhgan Sends you off to various Battle Arena's only to run into say old school multi armed Gilgamesh Im sure that would be some entertaining Dialog. So without putting a whole script together. Here are some Fun old school Spells that would be fun to have but arent on any mobs in the Game atm.
Frog Drop - Funky Blue mage from FF9 , Fun dialog hopefully humerous.
Grand Train - Learn it from the old man blue mage in U.S. version FF3 with the espers and magicite that one.
Shadow Flare - Maybe Learn this from a funny looking gilgamesh Ya i know he never used it just a random thought.
Ultima - Could toss in the Gargoyle mobs from FF tactics that the vampire controlled. I know Black Mages want it but if they get Meteor and Comet well just another way to put it into the game really.
Matra Magic - Toss in a Machine from FF7 for a short fun fight. No dialog really needed.
Nova - From FF10 10x2 have tidus be lost in another dream yada yada fun little fight.
While I wouldnt Expect these exact spells It would Be fun to have some Random Side quests for Spells Come back into play for All jobs Blue being my preferred Job I figured here is as good a place as any to put down some Spell aspirations.
I wouldnt mind a Magian Moogle with Spell Trials either. Kill 300 aquan for aqua rake... 500 crabs for Grand Train aka Grand delta after they changed stuff around.
Magian Moogle / Side quests with Funny CS's Id love either make em fun to get but not instant. I hope we still get a plethora of spells from the mobs inside the game especially the ones that havent given up a spell to us yet. Blue Mage has a monsterous Spell list and i hope it keeps getting bigger i dont think they need to limit new spells to simply Lvl increase Updates either. I can see them adding the questable spells even after lvl 99 as been reached its a fantasy after all no need to set rules on how or when its dreamed up.