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  1. #71
    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 Randwolf View Post
    Abyssea proc's rape my spells, set points, and traits, if I load them prior to the fight. I always have to ask my party "Do you want me to load proc spells before we get an elemental hint? I will be able to quickly try the spells. But, i will be worthless if we get aggro from other mobs. Or, do you want me to wait for the elemental hint, load only those spells, and be without magic for 1 minute?"
    yeah i know what you mean, i have ninjutsu spells since /nin can proc those as well, so i cast those and it drops me a hint then i change accordingly.
    (0)

  2. #72
    Player Randwolf's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    429
    Character
    Randwolf
    World
    Sylph
    Main Class
    BLU Lv 99
    Quote Originally Posted by Kwate View Post
    yeah i know what you mean, i have ninjutsu spells since /nin can proc those as well, so i cast those and it drops me a hint then i change accordingly.
    I do the same if I'm the only one who can cast nin spells. But, any spell will give you a hint. It's luck. I often hit the mob with Delta Thrust to attempt to inflict Plague to try to reduce TP moves as soon as it gets to camp. If it has a lot of hit points, I follow up with an immediate Benthic Typhoon. I often get a hint off of one of those 2 spells.
    (0)
    All Jobs 99
    GS 54, BS 50, Alch 60, Bone 57, WW 60, Cloth 53, Cook 60, LC 60, Fish 51
    Playing Since NA PS2 Release

  3. #73
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    184
    No comments whatsoever on my point distribution post on page 6?
    (0)

  4. #74
    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 Chocobits View Post
    No comments whatsoever on my point distribution post on page 6?
    More points are always good a thing, however I think a point revision of pre-75 spells are in order (which might revise Headbutt, magic Fruit, disseverment, etc.). A trait set would save most BLU's 5-10 points off the top (ex. Double Attack, which I never use either of those spells), with the added perk of having those nice traits without being penalized, like counter, fast cast, conserve mp, etc.
    (0)

  5. #75
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    184
    Quote Originally Posted by Kwate View Post
    More points are always good a thing, however I think a point revision of pre-75 spells are in order (which might revise Headbutt, magic Fruit, disseverment, etc.). A trait set would save most BLU's 5-10 points off the top (ex. Double Attack, which I never use either of those spells), with the added perk of having those nice traits without being penalized, like counter, fast cast, conserve mp, etc.
    Under this system, at levels 10-29, the numbers fluctuate from slightly more points at some level ranges and slightly less at some (but with only 5 levels in between point additions instead of 10). Beginning at exactly lvl 30, we would consistently have more set points.

    As far as the spell point value of spells, I say just change all 5 point cost spells to 4 points. 5 points represents 10 full levels under the current system, and most of the spells that cost 5 points are completely underwhelming and don't warrant squandering 10 levels worth of points.

    If you go about making major revisions to the spell point values, you would need to greatly increase the number of spell slots to accommodate the changes, which would greatly unbalance BLU pre 75. My method doesn't offer more than a minimal impact on pre 75 gameplay, but offers great benefit in the 90s. It spreads out the distribution in such a way that the game balance is preserved.
    (0)
    Last edited by Chocobits; 03-24-2011 at 08:02 PM.

  6. #76
    Player ThaiChi's Avatar
    Join Date
    Mar 2011
    Location
    Bastok//Quetzalcoatl
    Posts
    95
    Character
    Kelga
    World
    Quetzalcoatl
    Main Class
    NIN Lv 99
    Quote Originally Posted by Rambus View Post
    can someone explain why people still use hysteric barrage?

    we have enough blunt damage as is..

    we lost a high end spell for slashing though

    the top is still VC i think?


    Goblin Rush is Blunt.
    Vanity Dive is Slashing and does decent damage, no notable skillchains to make though.
    (0)

  7. #77
    Player Kwate's Avatar
    Join Date
    Mar 2011
    Location
    ***The Immortal Sanctuary***
    Posts
    303
    Character
    Kwate
    World
    Sylph
    Main Class
    BLU Lv 95
    Delta Thrust is seems to be the most consistent in terms of slashing damage compared to VC and VD, but I guess a 3-hit attack would be.
    (0)

  8. #78
    Player Trangnai's Avatar
    Join Date
    Mar 2011
    Posts
    98
    Character
    Rivicus
    World
    Asura
    Main Class
    RDM Lv 99
    Quote Originally Posted by Vegeta View Post
    I figure this is as good of a place as any to suggest ways to improve on the job Blue Mage.

    Idea 1 Azure Lore Improvement
    The Blue Mage two-hour ability Azure Lore is probably the most unused ability of its kind. With a 30 second duration and minor impact on most spells, it is really a wasted ability. My idea's to improve it are
    (1) After using Azure Lore your spells are instantly available without the 60-second cool-down period.
    (2) Under Azure Lore all Blue Magic spells are available for that 30-second window

    Idea 2 Job Trait Combos
    Allow certain spells to affect multiple Job Traits. So instead of needing 4 spells for 2 job traits, a certain spell can help give both and leading to only needing 3 spells for the 2 traits.

    Idea 3 Sneak and Invisible
    This would involve creating a creature that disappears for a few seconds and reappears to attack or something along those lines, kind of like the Bloodeye Vileberry. It would be a nice thing to have for obvious reasons.

    Idea 4 Widescan
    While it's not an actual job trait, it would be nice if some sort of combo of spells unlocked this ability.

    Idea 5 Magian Clubs
    This isn't so much an idea as a suggested change. Currently the only job on all of the magian club trials is WHM. Blu can use the Perdu Wand which was a nice option for a club weapon back at level 75 but as things scale to 99 the weapon selection is mostly magian. Now, I understand that Blu and Cor cannot use the all-powerful magian staves as they have no skill in the area, however, the club has been the only other weapon Blu has been able to use and it has higher than average skill at it so it would be nice to have the option of making magian weapons for it of that type.



    Feel free to add/discuss more ideas.
    Azure Lore is perfectly capable 2hr we really don't need to redefine the entire ability in order to make it worthwhile. Its perfectly capable of doing damage well, its just A) the damage isn't that noticeable except for the first big bang so long as you have CA up. and B) its too short. even fixing one of these two issues would be a great improvement. The biggest issue is its too situational. Most 2hrs are designed to help you in a pinch. to get the most out of AL you need at least 100% TP, Chain Affinity, Efflux and a Boat Load of MP available and be able to Unload most of it into dmg within 30 seconds. Something which really isnt a pinch, and when your in one won't really change the tide.

    Job Trait Combos I can go ether way, combinations of spells would be nice for our setups but its not as much a necessity, one thing i feel needs to change is our job traits need to be stackable. getting only one tier of everything but clear mind is moot as it is. plus if they think its broken keep in mind that blus would only really set the best spells to fit there role. we wouldn't place weak spells just to enhance job traits, unless of course the role called for it. which is highly unlikely.

    Clubs are one of the things I feel are a definite need for blu, blu is one of the strongest club DDs in the game but has no clubs to utilize it. I honestly don't know what SE was thinking when they only gave us access to "spoons" anyway. giving us more weapon options then sword at high levels (heck even at low ones) wouldn't hurt.
    (1)

  9. #79
    Player Kyokaku's Avatar
    Join Date
    Mar 2011
    Location
    My friends
    Posts
    14
    Character
    Kyokaku
    World
    Bismarck
    Main Class
    THF Lv 95
    Call me a fangirl, but i had an idea for Blue Mage's 2hr.

    I liked what they did with astral flow, giving summoner access to things they couldn't do before.
    So i think the 2hr should be split into 2 different abilities, and please forgive the rediculous names;

    Azure Dreams
    Azure Hope

    Dreams changes the player into a soulflayer, giving all magical based spells 200% damage increase and Macc Mcrit and MP bonuses to help the player cast. Also, in soulflayer mode, Mighty Guard, White Wind, Thunderbolt And Maybe other Nuking type spells we normally dont have access too can be added.

    Azure Hope turns the player into a gnole, making all physical spells do 200% damage increase, with Acc Crit hit Rate, and HP bonuses added. Spells that could be added are Spike Flail, Tortoise Stomp, etc

    Of course both would share a timer, 2 hours, and they would each last 1 minute.

    I want Mighty Guard and White Wind to be avilable without a gimeck though... its so nostalgic for Blue mages... but they gave it to NMs, and NMs only.

    Sorry if this is a stupid idea, just kinda talking out of my dream world
    (0)

  10. #80
    Player Randwolf's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    429
    Character
    Randwolf
    World
    Sylph
    Main Class
    BLU Lv 99
    Quote Originally Posted by Kyokaku View Post
    Call me a fangirl, but i had an idea for Blue Mage's 2hr.

    I liked what they did with astral flow, giving summoner access to things they couldn't do before.
    So i think the 2hr should be split into 2 different abilities, and please forgive the rediculous names;

    Azure Dreams
    Azure Hope

    Dreams changes the player into a soulflayer, giving all magical based spells 200% damage increase and Macc Mcrit and MP bonuses to help the player cast. Also, in soulflayer mode, Mighty Guard, White Wind, Thunderbolt And Maybe other Nuking type spells we normally dont have access too can be added.

    Azure Hope turns the player into a gnole, making all physical spells do 200% damage increase, with Acc Crit hit Rate, and HP bonuses added. Spells that could be added are Spike Flail, Tortoise Stomp, etc

    Of course both would share a timer, 2 hours, and they would each last 1 minute.

    I want Mighty Guard and White Wind to be avilable without a gimeck though... its so nostalgic for Blue mages... but they gave it to NMs, and NMs only.

    Sorry if this is a stupid idea, just kinda talking out of my dream world
    I posted up an idea similar to Azure Dream. It was more powerful but had 2 catches, you no longer control your character and after the mobs are killed, if you're still alive and in this state, you turn on your party. It's somewhat based on our storyline where we go insane if we become too aligned to the monsters we hunt.
    (0)
    All Jobs 99
    GS 54, BS 50, Alch 60, Bone 57, WW 60, Cloth 53, Cook 60, LC 60, Fish 51
    Playing Since NA PS2 Release

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