Bully for you.
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BLUs opener is powerful because it has a lot of oGCDs and gimmick spells that it can unload in a short timeframe, it has high burst potential but after that you’re just spamming a 220 potency attack for the next 60 seconds so it drops off rapidly.
Then you have to consider that when BLU learns a spell right now it gets it at level 1, that will not be the case in an unlimited version and then there’s the fact it wouldn’t be able to use certain spells in an unlimited version, such as aetherial mimicry. So it will lose a lot of the spells that make that happen in an unlimited version, especially at lower levels.
What are we realistically looking at a BLU having in an unlimited version? Water cannon for single target (would need to be rebalanced), blood drain for low mp, a generic AoE spell, sharpened knife/fire angon for a movement option, bristle + song of torment as the closest thing BLU has to a realistic combo, 2-3 primal oGCDs (replaced by later ones at higher levels?) and perhaps a few long CD GCDs like rose of destruction and a few heavily rebalanced spells like white wind as a weak heal and off guard on a 2 min CD for utility. It’s not going to reach nearly the same numbers as it does now and the numbers it reaches now are not that great.
I'm certainly not holding hope for blue mage to be a regular job, but I truly hope that should they add something like beast master in the future, it won't be limited. Blue mage is fun, but it sucks not being able to progress the main/current content with it.
or you can have hopes and dreams go unfulfilled for years and become jaded. know when to let go.
So I realise I forgot to mention in my Original post that this is a question of would there be possible way in the future, like expansion after next. Cabalabob answered with some good points so I thought about them.
I'll probably always hope these things, and they'll fade over time then come back to mind again with when blue mage gets updated, because it does stand out as a combat class that feels excluded from group, my expectations are so low however you would need a shovel to find them XD (sorry poor attempt at humor ^^,). I just wanted to express my thoughts this time as presumably with Hydalyn and Zodiark stuff all wrapped up new expansions will see new places and possibilities.
Absolutely right that Blu has no innate actions at the moment, if they gave it a set of actions that allowed for main content those would become those not become its innate ones. Blue spellbook has been expanded quite a bit which is the reason for my curiosity.
Agreed Blue is indeed weak without its crazy stuff, I compared it to Dancer but meant as a debuff job instead of a buff as Dancer I unless I am mistaken is on average the lowest Physical Ranged dps and thought Blu could be the lowest caster dps in exchange for the debuff aspect.
Boring varies from person to person but again I agree if we just slap Blues current spellbook without the crazy stuff it would be dull, a separate set of actions and traits that are static for main content could be done and given mechanics though right? Again this is asking for way in the future.
As I mentioned I like to think it could be a debuff caster what about something like this:
Condensed Libra Gauge – Looks like the Blue Spellbook (but blank) and has six empty slots in a circle and one in the middle. Keeps track of what aether charges you have accumulated.
Water cannon - level 1 – 250 potency - deals water damage to a single target and applies Umbral Attenuation for 7 seconds. Grants a charge of water aether. Transitions to Feculant Flood on hit.
Feculant Flood – level 30 – 280 potency - deals earth damage to all enemies in a line and applies 1 stack of Umbral Attenuation to damaged foes for 7 seconds. Grants a charge of earth aether. Transitions to Blaze on hit. Cannot be put on hot bar.
Blaze – level 50 – 310 potency – deals ice damage to target and 50% damage to nearby enemies. Grants a charge of ice aether. Applies one stack of Umbra Attenuation to first target hit for 7 seconds. Cannot be put on hot bar.
Umbral Attenuation – increases water, ice and earth damage taken by 1% per stack. Foes can only have a maximum of 3 stacks.
Reflux – level 5 – 250 potency – deals lightning damage to a single target and applies a stack of Astral Attenuation for 7 seconds. Grants a charge of lightning aether. Transitions to Alpine draft on hit.
Alpine Draft – level 30 – 280 potency - deals wind damage to all enemies in a line and applies 1 stack of Umbral Attenuation to damaged foes for 7 seconds. Grants a charge of Wind aether. Transitions to Fire Angon on hit. Cannot be put on hot bar.
Fire Angon – level 50 – 310 potency – deals fire damage to target and 50% damage to nearby enemies. Grants a charge of fire aether. Applies one stack of Umbra Attenuation to first target hit for 7 seconds. Cannot be put on hot bar.
Astral Attenuation – increases lightning, wind and fire damage taken by 1% per stack. Foes can only have a maximum of 3 stacks.
Abyssal Transfixion – level 10 – potency 250 – deals physical damage to a single target and applies a stack of Physical Attenuation on hit for 7 seconds. Transitions to Drill Cannon on hit.
Drill Cannon – level 30 – 280 potency - deals physical damage to all enemies in a line and applies 1 stack of physical Attenuation to damaged foes for 7 seconds. Transitions to Flying Frenzy on hit. Cannot be put on hot bar.
Flying Frenzy – level 50 – 310 potency – Leaps to the target dealing physical damage to target and 50% damage to nearby enemies. Coverts aether charges into stacks of condensed aether. Applies one stack of Physical Attenuation to first target hit for 7 seconds. Cannot be put on hot bar.
Physical Attenuation – increases Physical damage taken by 1% per stack. Foes can only have a maximum of 3 stacks.
Matra Magic – Level 50 – potency 100 – Consumes Condensed aether to deal unaspected damage to a single target up to the number of Condensed aether stacks.
This was fun and I felt like sharing. ^^
Anyone who would say that BLU is really weak clearly doesn't know how to play it. BLU is freakishly powerful. The Moon Flute opener itself is over 12k potency (if my math is right) in the space of just 15 seconds. Several of the oGCD spells can be sneaked in between Moon Flutes. And Choco Meteor pretty much ERASES entire FATEs when vibe checking isn't an option.
If BLU isn't your cup of tea, that's fine, but the fact is that, when played correctly, BLU is STUPIDLY OP. For them to make BLU not be a limited job would require that they massively nerf it.
There's never been a plan to change BLU to a non-limited job.
Not sure why people think there's ever a chance it'll happen.
You'd need to create a complete new kit for BLU in order to work.
All the broken spells, repeat but with a different elements/side effect, would have to be removed/reworked/toned down.
I think they could allow BLU in more content, currently it's waaay too limited even for a "limited job".
The idea of a limited job isn't a bad one, just that the executions wasn't up to the expectations.
Allowing BLU in Eureka or Deep Dungeon could increase interest in these content.
You could even allow it in ultimate, at least UCOB and UWU with a Blue Legend title or something. These contents are getting cheesed anyway.