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  1. #1
    Player larrymc's Avatar
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    Mar 2011
    Posts
    157
    Character
    Larrymc
    World
    Shiva
    Main Class
    BLU Lv 99

    Blue Mage Magical Spells

    Blue mage magical spells have not kept up with the recent changes to elemental magic. The magical attack power is not in line with the massive MP cost, and more significantly, the extremely long casting time and recast time.

    This is painfully apparent in an event like Skirmish, where a blu & blm are guarding the tent using magical spells. Virtually any blu magical spell that is used (thermal pulse, charged whisker, leafstorm), the blm can easily cast 2-3 AoE spells before the blu nuke even gets off.

    Please examine the extremely long cast and re-cast time of blue mage magical spells. I'm even more concerned now because it appears that the majority (6 out of 11) of the new blue spells we are getting in the November update are magical in nature.

    Blue mage magical spells pay a penalty in four areas:
    1) Extremely long cast time
    2) Long recast time
    3) Lower magic attack power compared to other magic attacks from BLM
    4) Extremely high MP cost

    It seems like one or more of these areas need to be reduced. (I would be happy with cutting the long cast time in 1/3 personally .. ).
    (7)

  2. #2
    Player dasva's Avatar
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    Jul 2012
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    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Also to add in their they haven't been ilvld like everything else. Blu physical get more base dmg from skill. All physical stuff gets a huge boost to base dmg from weapons. Even blm nukes get a huge boost to base dmg with the new huge amounts of magic dmg stat on staffs while blus is still based on lvl +2. And since actual level hasn't gone up neither have they really
    (5)

  3. #3
    Player Tennotsukai's Avatar
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    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    I'd also like to add to this very reasonable post that blu's breath spells lack the reason to be cast as well. Please, reevaluate those as well.
    (3)

  4. #4
    Player dasva's Avatar
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    Jul 2012
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    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Yeah thunder breath was somewhat decent when it was first added to test server but then they severely gimped it before it went live. Even at it's original potency it would kinda suck now
    (3)

  5. #5
    Player FaeQueenCory's Avatar
    Join Date
    Jun 2013
    Posts
    500
    Character
    Eliosha
    World
    Odin
    Main Class
    SMN Lv 99
    Quote Originally Posted by Tennotsukai View Post
    I'd also like to add to this very reasonable post that blu's breath spells lack the reason to be cast as well. Please, reevaluate those as well.
    Those have always been my favorite spells...
    Partially because it seems like SE wants them to be used (multiple AF gear with +5%dmg to breath)...
    And partially because they're different.
    I don't want BLU to just be BLM with sword/s and different animations...
    And the conal AoE of the breath spells add a nice uniqueness.
    (to "fix" them they should probably add an iLv check to the max dmg... cause iirc, it's just HP% based and has a base dmg cap.)

    EDIT: In marginal defense of the Devs... Unlike SMN, where it seemed that it's just now that one of the new Devs knows and likes the job, I think the problem with BLU and iLvs is that BLU spells are hemorrhaging complexity.
    Now... *I* would be fine with suddenly overpowering BLU... because.... Maybe that might mix things up in the current endgame: delve. (I'm a SMN btw, just support y'all because iLvs have really hurt y'all... and Lord knows SMNs know what getting shat on by gear and maintaining caps from 24levels ago is like...)
    But I think the problem with the Devs and BLU is that they worry about making it OP.
    And that's legit... but BLU is in serious need of spell tweaking.
    The tweaking black magics got was on the level of an intern with MSexcel...
    But BLU kinda needs more than that... cause damn if y'all's spells aren't complicated programming.
    (1)
    Last edited by FaeQueenCory; 11-03-2013 at 12:32 AM.

  6. #6
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    Damn, pity from a smn, lol. I feel bad for ya'll too. NIN and RDM too..
    (0)

  7. #7
    Player evanwimbish's Avatar
    Join Date
    Aug 2011
    Location
    Connecticut
    Posts
    159
    Character
    Evanleewimbish
    World
    Quetzalcoatl
    Main Class
    BLU Lv 99
    I love doing 3,500 DMg with breath spells inside abyssea.... Would be nice if the added more max hp traits so we could properly use them... Certain spells will give you +20 hp but perhaps the new spells could give us +40-60 hp.... Or something nice so we could properly use breath spells outside abyssea... As for all other magical spells.... Use delve clubs or wk club and aim for high values of INT to increase your magic DMg... Water bomb is 1500 DMg aoe silence with low recast on delve monsters or charged whisker deals 5-6k DMg on skirmish...
    (0)

  8. #8
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    I think we are all aware we can get decent numbers if we go to abyssea or nuke things that take double magic dmg that doesn't mean blu nukes aren't in woeful state of disrepair. All the other mages that got the new staffs are throwing out alot more. Also for a lot of the spells stat mods or mab are better than int. Especially with BA
    (2)

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