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  1. #1
    Player Michae's Avatar
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    Mar 2011
    Location
    Bastok, Bahamut
    Posts
    151
    Character
    Fiyaro
    World
    Bahamut
    Main Class
    SMN Lv 99

    idea to breath new life into old magics

    I would like to see us get new spell combo abilities that are made for high lvls. Frankly alot of the spells we get we never set or use so it would give these spells a purpose, I mean what blu sets Final Sting or Leafstorm? None I have ever seen or known. To compensate for these new trait/ability sets I think a seperate spell list would be fantastic. The second would render the spell unusable (as if it were not set at all) yet give us the benifit or say att+ or mp+ without taking up valuable points for needed spells. It doesnt have to be much, say 10 spells can be set for abil/traits and it take 5 to give u mp+ and 5 to give u acc+ or something of that sort. This way you cannot make blu too powerful but give it a lil boost (esp since our af3 is so horrible in comparison to others). This would also make us choose, do we set Goblin Rush for use or for say eva+. Just a thought
    (1)
    Sometimes you just have to laugh at yourself, you would cry your eyes out if you didn't.

  2. #2
    Player Koren's Avatar
    Join Date
    Mar 2011
    Posts
    39
    Character
    Koren
    World
    Sylph
    Main Class
    MNK Lv 99
    As that Goblin Rush doesn't even have +AGI and isn't part of getting Evasion Bonus, I would say we would set it for use.

    Also I'm not sure what you are asking for. Are you asking for more tiers of existing Job traits like Dual Wield II or III when you say "new spell combo abilities that are made for high levels"? Or uses for spells we don't set due not being cost/point/cast time efficient? Or are you asking for new combinations of spells to get existing Job Traits? Or are you just asking to get Job Traits without using up spell points?

    10 spells is about 5 additional traits. Giving us those 10 spells wouldn't make players choose between setting Animating Wail for use for haste or a set for Dual Wield and +10 HP. We'd set it anyway and get both, but mostly for the haste. Outside of getting Counter, Conserve MP, and Fast Cast Which are our more useful traits with less useful spells, most of our other traits like Dual Wield, Auto-Refresh and Double Attack have at least one useful spell in its combination and your suggestion gives me a feeling that unless all the spells are in list#2 we wouldn't be getting the trait. If that's the case I'd forgo the trait and just use the spells and take traits like Beast Killer or Store TP which have no spells I would be actively using.

    Now if you're going the route of having say Blood Drain and Ram Charge create Dual Wield III, well, I don't know anyone who would call that a choice except when /NIN and taking another trait.
    (0)

  3. #3
    Player Michae's Avatar
    Join Date
    Mar 2011
    Location
    Bastok, Bahamut
    Posts
    151
    Character
    Fiyaro
    World
    Bahamut
    Main Class
    SMN Lv 99
    Well the Goblin Rush thing was just an example, I just wanted to use a popularly used spell ^^

    I was saying higher tiers of sorts for job traits. I never really set traits after 70 except for auto refresh and regen, but now we have them in spell form so we dont need to do that either. What I was thinking is using these never used spells for a purpose. Give us 2 spell menus. 1 has about 10 slots and can be used to set job traits/abilities but renders the spells unusable, the second is just for the spells we want to use. idk any examples of spell combos for this trait or that, Im just throwing out a suggestion since most blu set the same 10ish spells since they are the only ones of real use outside of proc spells (goblin rush, animating wail, diamondhide, battery charge, etc).
    (0)
    Sometimes you just have to laugh at yourself, you would cry your eyes out if you didn't.

  4. #4
    Player Kwate's Avatar
    Join Date
    Mar 2011
    Location
    ***The Immortal Sanctuary***
    Posts
    303
    Character
    Kwate
    World
    Sylph
    Main Class
    BLU Lv 95
    Quote Originally Posted by Kwate View Post
    I have a thought, a fresh approach to our BLU point problem.

    A dedicated trait set. This can be limited to half of the main set, example 60 BLU points would mean you have 30 points allotted for trait set or if they want to simplify it just maybe 3-5 traits of your choice. The catch is you can't use the spells in your trait set, good examples are:

    -Double Attack (Acrid Stream & Empty Thrash)
    -Fast Cast (Auroral Drape & Sub-zero Smash)
    -Counter (Enervation & Asuran Claws)

    Traits like Auto-Refresh have usable spells, so I would keep that in my main set.

    Thoughts?
    I started a thread about this very thing on this forum.
    (0)

  5. #5
    Player Michae's Avatar
    Join Date
    Mar 2011
    Location
    Bastok, Bahamut
    Posts
    151
    Character
    Fiyaro
    World
    Bahamut
    Main Class
    SMN Lv 99
    O I completely missed that somehow ^^
    (0)
    Sometimes you just have to laugh at yourself, you would cry your eyes out if you didn't.

  6. #6
    Player Kwate's Avatar
    Join Date
    Mar 2011
    Location
    ***The Immortal Sanctuary***
    Posts
    303
    Character
    Kwate
    World
    Sylph
    Main Class
    BLU Lv 95
    All good, but the fact you mentioned it as well shows SE should put some consideration into this. I can live with the tier 1 traits and the proc's BS, but give us a trait set, that would so rock.
    (1)

  7. #7
    Player Mightyg's Avatar
    Join Date
    Apr 2011
    Posts
    66
    Character
    Fredrico
    World
    Carbuncle
    Main Class
    PLD Lv 90
    That and I'd like to see the older spells adjusted to be effective at any level. All the breath spells should be at least 1/2 damage to hp ratio like heat breath. Physical damage spells should be adjusted so their damage is roughly proportional to their mp cost, and they should give us more physical blue magic attack per stat mod.
    (0)

  8. #8
    Player Zagen's Avatar
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    Mar 2011
    Posts
    1,165
    Character
    Zagen
    World
    Bismarck
    Main Class
    PUP Lv 99
    So if I'm understanding this correctly you basically want to remove the need for sub jobs for their traits? I like that if I want the best Fast Cast I go with /RDM, I want the best Dual Wield I go with /NIN, I want the best Acc Bonus I go with /RNG (dunno why I would but thought of this), I want the best MAB I go with /RDM or /BLM, and I save myself points in the process. Obviously there are a few exceptions but generally it works out using a sub gives you the strongest traits.

    IMO the fact we have to choose which spells are set for traits, damage, support, stats, etc. is what keeps BLU from becoming a broken job.

    Quote Originally Posted by Mightyg View Post
    That and I'd like to see the older spells adjusted to be effective at any level. All the breath spells should be at least 1/2 damage to hp ratio like heat breath. Physical damage spells should be adjusted so their damage is roughly proportional to their mp cost, and they should give us more physical blue magic attack per stat mod.
    So you want Poison Breath a spell that costs 22MP and casts in 3 seconds to cast and 22 second recast to be able to do 500+ outside of Abyssea and 1.5k to 2k inside abyssea? Keep in mind Heat Breath costs 169mp 7.5 sec casting time and 49 sec recast. In roughly the same time you'd do double the damage and at a 4th~ of the mp cost. Sounds kinda broken to me comparatively.

    How many BLMs do you know who regularly use the Tier 1-4 spells after getting Tier 5, or a WHM spamming Cure 1-4 to keep a tank alive over Cure 5/6? Outside of yellow !! of course for tier 3/4 nukes. It is level progression as you get further a long the first spells you get become less useful, helps make the new spell more worth getting.
    (1)

  9. #9
    Player Kwate's Avatar
    Join Date
    Mar 2011
    Location
    ***The Immortal Sanctuary***
    Posts
    303
    Character
    Kwate
    World
    Sylph
    Main Class
    BLU Lv 95
    Quote Originally Posted by Zagen View Post
    So if I'm understanding this correctly you basically want to remove the need for sub jobs for their traits? I like that if I want the best Fast Cast I go with /RDM, I want the best Dual Wield I go with /NIN, I want the best Acc Bonus I go with /RNG (dunno why I would but thought of this), I want the best MAB I go with /RDM or /BLM, and I save myself points in the process. Obviously there are a few exceptions but generally it works out using a sub gives you the strongest traits.

    IMO the fact we have to choose which spells are set for traits, damage, support, stats, etc. is what keeps BLU from becoming a broken job.



    So you want Poison Breath a spell that costs 22MP and casts in 3 seconds to cast and 22 second recast to be able to do 500+ outside of Abyssea and 1.5k to 2k inside abyssea? Keep in mind Heat Breath costs 169mp 7.5 sec casting time and 49 sec recast. In roughly the same time you'd do double the damage and at a 4th~ of the mp cost. Sounds kinda broken to me comparatively.

    How many BLMs do you know who regularly use the Tier 1-4 spells after getting Tier 5, or a WHM spamming Cure 1-4 to keep a tank alive over Cure 5/6? Outside of yellow !! of course for tier 3/4 nukes. It is level progression as you get further a long the first spells you get become less useful, helps make the new spell more worth getting.
    Don't think so, a bunch of tier 1 traits isn't breaking anything when blue points are at such a premium. Nice to have, but not going to bitch about it. BLU is a stout job, i admit, but far from broken. We evade like a brick, outside of CDC our weaponskills are mediocre at best (still don't get how a dagger WS can outperform a sword weaponskill). So it puts a lot more in what spells you equip, with the points being as crowded as they are traits take up a lot a space. Almace solves most of my point issues, but for the average BLU it can be rough.
    (0)

  10. #10
    Player Zagen's Avatar
    Join Date
    Mar 2011
    Posts
    1,165
    Character
    Zagen
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Kwate View Post
    Don't think so, a bunch of tier 1 traits isn't breaking anything when blue points are at such a premium. Nice to have, but not going to bitch about it. BLU is a stout job, i admit, but far from broken. We evade like a brick, outside of CDC our weaponskills are mediocre at best (still don't get how a dagger WS can outperform a sword weaponskill). So it puts a lot more in what spells you equip, with the points being as crowded as they are traits take up a lot a space. Almace solves most of my point issues, but for the average BLU it can be rough.
    I'm kind of confused by this, what traits are you setting that you think are needed to justify going out of your way (or any other BLU's way) setting the points on them?

    Vorpal Blades average 1.4k for me.
    Sanguine Blade runs just over 1k unresisted.
    Swift Blade runs 800-900 average (I don't gear for it tbh) with spikes of up to 1.8k(amazed myself the other day tbh)

    Now I'll agree those don't compete with my friend's Eviscerations on his THF but then again he isn't able to pop off a spell for 1-3k damage(up to 5ks with CA) a second later.

    You mentioned Almace solves most of your issues but what are they? I mean Almace changes the way a BLU does its damage from a 80/20 maybe 70/30 Magic/Melee ratio to usually a 50/50 or 60/40 depending on play style. Are you trying to win out with melee damage instead of spell damage without Almace?

    I sit on exactly 4 points I don't "need" for BLU in my Physical setup (not accounting for support jobs in the group), so I'm not sure how things are "rough" for the average BLU.
    (0)

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