it be cool if they created A list of bluemagic spells too buy in ah for people lazy too go hunt for the spell and learn it.
it be cool if they created A list of bluemagic spells too buy in ah for people lazy too go hunt for the spell and learn it.
Let's be serious here, the signature move of a Behemoth was KBs Meteor back when few mobs had the spell.
Ecliptic Meteor would have been a more appropriate Unbridled Knowledge spell rather than yet another stun variant coming off an update already giving BLU another stun in Sudden Lunge.
Yeah, yeah 'cliptic Meteor is a rather new TP move only used by the Abyssean variant of Behemoth but it better fits the idea of powerful spells locked off by a JA and it throws back to previous FF Behemoth incarnations.
Behemoths have always been known for their Meteor attacks in Final Fantasy. Well, that and being top tier beasts.
Last edited by Sparthos; 08-31-2011 at 01:58 PM.
Sparthosx - Lakshmi - 90 BLU BRD SAM COR RNG DNC PUP BST WAR WHM
Sig by Kingfury
BLU already has a toybox bigger than most toystores.
BLUE MAGE POWER!
So on a more serious note, what do BLUs out there actually think about these new spells?
As I stand looking out from my mog house window, I reminisce about the old days and the many ups and downs of my adventures throughout Vana'diel.![]()
It is then that I know achievement.
I actually would really like to lvl blu, it looks kinda fun. But screw learning all those spells.
Heavy Strike: Honestly, I thought our physical spell side was just fine already so, this is just gravy. Auto-crit with a 75% STR mod and carries a Fragmentation skillchain element? I mean, wow, that's going to be fun to play with. Should help with damage on the coming voidwatch monsters. They sound pretty nuts. No complains about this one.
-------------
Water bomb: The main attraction with this is the range paired with that Silence effect. I can see myself using this as great pulling tool on those pesky magic casters that never seem to want to get in range of melee combat. This will probably make it's way into my debuffing spellset, seeing as it's much easier to use then Chaotic Eye. It'd be nice to get a more powerful water nuke but, I suppose we have Regurgitation to fill that role for now and it can do a relatively decent job of it at times.
All in all, no complains here. It has a unique function for us, which is what I'd perfer in all our spells.
-------------
Sudden Lunge: This is going to make a good suppliment for Headbutt, though I doubt it will replace it at this time. However, according to some reports the stun duration on this is excellent, surpassing even that of Thunderbolt. Who knows, we may start using this and Headbutt together to stunlock lesser monsters and the like.
No complains here, though I do think that with as many stuns as we get now and if it's as potent as is being reported, this should probably be the last one we get. That way, we can focus on spells still lacking from our repertoire. (More on that later.)
-------------
White wind: We've been waiting some time for another AoE healing spell and this one should do just fine. Seeing as the formula is (HP\7)*2, I'd be healing 382HP minus any cure potency. Now, Ideally, I'd like this to be equivilent to at least a Curaga III, maybe Curaga III and a half.
I haven't tested how much Curaga III heals for minus cure potency but if it's very simlar to White Wind minus cure potency then, that's plently decent for me. If that's the case, then no complains here. I'm glad SE still remembers that we can fill a number of different roles.
-------------
Barrier Tusk: I think I would have perferred this to be like RDM Phalanx but, nonetheless being able to break the physical and magic damage - cap will be a huge help. It's another unique buff that could have alot of stratigic uses (ex. pairing it with Magic Barrier).
Hmm, now that I think about it, when you consider the possible utility that can be harnessed from this spell, it may in the long run be better that they made it have a different effect from RDM Phalanx. That remains to be seen, perhaps.
-------------
Dark orb: Now this one I'm pretty unsure about. The way I figure it, we already have 2 other single target mid/long range dark element spells. What makes this spell different from Everyone's Grudge? Everyone's Grudge seems like a perfectly good dark nuke. Concerning our magic side, we should be getting long range nuke elements that we don't have yet.
For example, we don't have a decent Earth or Ice nuke (unless you want to count Sandspin and Ice Break and I don't :P) and we don't even have A light nuke. I don't know, maybe this spell will be worth it but it just feels like this is almost an exact copy of a spell we already have.
So, complains here. However, if SE makes this have an interesting property or perhaps is planning on giving Everyone's Grudge a revamp to be different, THEN I have no probelm with this.
-------------
Mortal Ray:Low acc, high mp cost, takes 60 seconds to take effect and it can just plain wear off? Hmm, I understand the obvious nescessity to make this perform less the stellarly, I mean, it's Doom.
But, I don't know, maybe make it so it has higher accuracy based on the number of status ailments on the opponent or maybe have much higher accurracy if the opponent is asleep, that way you can use it to help kill adds you've slept or something while you can focus on the main monster or another add.
I'm just trying to think of a niche use for this. Even if it's useful for one thing in the game, I'd be happy. I just want one reason, one situation where I might think about casting this. I just really don't want another Bad Breath/1000 Needles/Feather Barrier. At the very, very least don't make it be able to wear if you land it.
-------------
Unbridled knowledge spells:
Harden Shell: I can see this being a great spell, both for tanking as well as doing the good old Cannonball tactic. However, seeing as this is 5 minite ability maybe think about increasing the duration to 2 minites? I'd understand if SE didn't want to even do that, seeing as you don't want people having that much defense for too long. Really though, no complains here.
Thunderbolt: This one's tricky. Again, it just comes down to the question of: Where would this fit in a battle? In what build would you use this? You wouldn't use it stun TP moves. Maybe you'd use it to stun magic. Maybe it has very high magic accuracy and can land on monsters that normally resist all of BLU other stuns? It doesn't seem to do that much damage, according to reports, so what is it?
Oh, I think I got a use for it! The stun lasts a fairly long time so...maybe you can use it first to make it easier to line up conal attacks like Benthic Typhoon...? I guess I kind of do have a complain with this one but, I can't really think of a way to fix it.
Last edited by Mefuki; 08-31-2011 at 05:32 PM.
380~400 is about right for Curaga III with no cure potency. I think the main issue with using this spell would be bros and bro-ettes surviving for the duration of the cast time, since it will take quite a while compared to a White Mage's Curaga III/IV. Well, I guess the main issue is actually that carrying around a +HP set for just one spell hurts a bro's soul, but inventory issues are old hat for Blue Mage.
It's worth noting that this spell gets a huge boost from Cruor Buffs and the like inside Abyssea, though.
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |