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.
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
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.
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.
Last edited by Chocobits; 03-24-2011 at 08:02 PM.
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.
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.
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.
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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