*snickers -.- NERF BLU!!!!! /em runs back to his mog house and breaks out the popcorn
*snickers -.- NERF BLU!!!!! /em runs back to his mog house and breaks out the popcorn
In our wake will be smoke fire and burnt charred remains of those that have fell before us, We will not remember their names, as they are no more, the next challenge, the next horizon is what we strive for and Demand it be met with Ferocity, We Grin at the Possibility of death, Fear no Mob that walks Vana'diel or it's Realms, there is no tomorrow, there is only now, For pride, for honor, for Glory We are The Knights of Pegasus.
I think BLU spells are fine, they may not be great against high lvl stuff but BLU has the ability to set itself up to be proficient with its sword while covering itself with buffs, so for content that is too high for our spells we should be setting up to buff ourselves (fantod, triumphant roar, etc.) with maybe heavy strike and quadstrike thrown in for CA/efflux. only problem is VW cause we have to set those darn proc spells so can't setup for DDing if they weren't a problem BLU would be fine just setting spells and traits to buff it's sword use.
I'd like to see all of the "utility"/"hybrid"/"cheap chili on an artificially cased hotdog in an attempt to make something tasty"/etc. jobs gain more damage or more of a purpose than they currently have, Blue Mage included.
Being better at farming level 75 content, which almost any job can do exceptionally well in a duo environment, doesn't do much to alleviate out-and-out terrible performance against anything of level 120 or above. The most extreme comparison would be Salvage VS Legion, an event where the only reward for better performance is being done a half-hour early VS an event where poor performance from the Melee Bros produces a straight-up failure to kill the things you wanted to kill.
Blue Mage is definitely the most well-made job amongst the huge, goofy "something (probably one-handed melee) and something else (meant to add utility)" group of jobs, but I'd say that whole strata generally gets the short end of the stick. There's plenty of room for the damage dealt by Blue Mage, Thief, Dancer, etc. against high level monsters to increase without encroaching on the position of Warrior or Dark Knight or...Warrior or Dark Knight, I guess.
I always thought Triumphant Roar had a terrible duration. I'm not sure if Fantod would exactly help our sword strikes unless you used 4 Fantods before you went in for a hit. Plenilune Embrace has a decent duration, though it's not reliable. I can't think of any other buffs that would help out our sword damage with the exception of job traits. We have some really nice debuffs, at least. Once Tourbillion gets fixed that is.
T.Roar should of been a 5min duration for it's cost / casting time. It's completely BS that it's so short.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
yup...agreed.
i think they were trying to make it a ghetto form of war-cry
odd thought why not give blu spells(and all 1 handers for that mater ) a low ratio cap(aka cant go below) of .75 maybe give 2 handers .50 and ranged none. would help 1 handers a ton on high level stuff as well, and give them some advantage over 2 handers which atm do every thing with wepons better than them >.>
Last edited by Metaking; 10-01-2012 at 01:36 PM. Reason: dint wana make a second post when this was alrady last one
I have to say there is alot of intersting fact given here and I am totally on board with everyone. Is SE going to listen to what we have to say because I do believe Bluemage should not have to equip all spells but only the ones that give us triats and enable us to use the rest aswell as the one set with traits which I do beleive is a good idea, posted above by someone.
WisesamTaruTaru
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