When it comes to thing I really want to see, it's mostly just rounding out the rest our elemental nukes:
-an ice nuke (Frozen Mist from Ruzors seems like a good candidate.)
-an earth nuke (Maybe Earthshatter from Acroliths can be reworked to deal earth damage for BLU?)
-a light nuke (Hmm, only thing I can think of would be Memory of Light from Weepers.)
-a new, better paralyze (Hex Eye seems good for this)
Things that would be nice to help bolster some of our other roles, things that I don't expect but might be neat:
-Asthenic Fog from Yovra: I'd like to be able to stack it with Cold Wave and Disseverment's poison. Getting a boost in the DoT department wouldn't hurt.
-Lethe Arrows from Pixies: a Knockback, Bind and Amnesia combo would be great for our kite killing role. Could even remove the Bind if SE thought these effects would be too powerful together in one spell. We'd still have Regugitation for binding.
-Crystaline Cocoon from Aerns: This one is mentioned alot but, I still think it wouldn't be broken to have. If SE felt uncomfortable about giving us both protect and shell from one spell, they could let this one give, say, shell and give us another spell that gives protect. They'd have to have a pretty decent effect if they were split like that though.
-Bloody Claw from Gargouille
As for spells under the effects of Unbridled Learning, I kind of had this idea where we'd get 1 "ultimate" spell for each of our roles from HNMs:
Laser Shower from Omega (Been awhile since we got a new breath; breath/HP role)
Citadel Buster from Ultima (Maybe retool it so it does non-elemental damage?; magic DD role)
Spike Flail from Wyrms (Physical DD role)
Bilgestorm from Dvergr (Debuffing role)
Nerve Gas from Hydra (Status aliment role)
Fulmination from Khmaira (Status aliment role)
Gates of Hades from Cerberus (DoT role)
Grace of Hera from Alicorn (Healing role)
That sort of thing.
Last edited by Mefuki; 09-15-2011 at 06:40 AM.
Lol when I saw Empty Seed I thought of Pokemon. That would be damn awesome to get.
The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.Reduce or get rid of the penalty incurred after setting blue magic spells.
I'd like stuff with unique effects, mostly. Mostly this would entail spells that work differently than the monster versions, similar to the changes made to Heavy Strike, so I can't really make out a wishlist.
Bloody Claw would be an awesome addition as-is, though, even with the Drain aspect toned down.
3str and 3 dex
The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.Reduce or get rid of the penalty incurred after setting blue magic spells.
Well... As blue mages have "breath attacks"(conal areas of damage.... I'd love to see a new series of "eye gazes"(strong conal enfeebs).
This could include things like a peiste's grim glower(non stop petrify 30 sec), and hex eye(paralyze).
The main characteristics of the new series of blue gazes would be short duration(20~30secs), modest mp cost(30-50), eye-conal areas, mod~strong effects. Also, much like a breath strength is based on a blue HP pool, perhaps a gaze attack could be based off a blue's MP pool?
Just for fun, SE could create a very powerful version of gaze attack, but the trade off is a blue Mage player becomes "frozen" while in the "gaze pose"?
@ TP Drainkiss. Well, with an appropriate MP cost and long recast 2~3 min, SE could easily control the TP abuse and make it a lowered version of what a samurai can achieve.
In fact, the more I think of it.. Making the recast timer just as long as chain affinity and burst affinity would give bluemages an additional 100 TP to use during self skill chains. What's the difference between 100tp and 200tp again?
I would love TP Drainkiss, but I could see a certain heavily armored knight job being quite QQcachoo if we were to get it.
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