at the very least it's pretty easy to get from the carnevale (since its a short fight after an almost instant first bit), and you can always back out or wall it in phase 3 if you dont get it
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personally so far
Basic instinct: about fucking time this solo job was able to solo things
Rocket punch/peripheal synthesis: The lightheaded debuff just doesn't last long enough and gets resisted too quick. If an aoe drops you can forget about it.
Saintly beam: Fun fact- the glare and dia spells originally did what this spell does back in FF1. But they wanted light mage this expansion. Seems to be ok
Nightbloom: I've always thought that blu needed more impactful boss abilities in the vein of surpankha or shock strike. This is excellent, and an ult to boot. Now where's my yuna dance mortal revolution >>
masked carnival fight: I didn't have much trouble, but the second round's just unfair. The tornados obscure vision too much, their growing state gives a warning that might as well not exist its so short. The meteor seems to have fiddly timing. Finally it sucks you don't have a level 70 cane when you fight him.
no limit break still. This is getting annoying now
healing on blu, even without all the healing stuff (no strotram yet) is more fun than any of the current healers by a long shot. I actually have a rotation to do in down time, the mp requirements are just high enough i need to pay attention. One healing ogcd and blu healer will be the third best iteration of a healer I've played in ffxiv (behind 3.0 ast and whm)
log completion: we can solo most duties now. But we can't solo and complete the blu log. Can this be changed? Also on another note, I'm still failing to see any reward to completing the BLU log beyond allied seals.
It's kinda funny to me that BLU is almost more of a summoner than SMN with as many primal abilities are on their hotbars/loadouts (both amount and sheer variety)
The Blue Academy faculty managed to get World Second on clearing Omega Savage as Blue Mage: https://www.youtube.com/watch?v=BcEhogzLULM
BLU weapons are normalized. The only difference between the 60 and 70 weapons is the materia you can slot. The extra stats you get upgrading two materia to grade 6 aren't going to make or break the fight.
Agreed. I always felt that the devs really blew it with SMN back in HW. Painflare could have been Thundershock with a Ramuh animation, Tri-disaster could have been Acid Rain with a Levi animation, Ruin 3 could have been Ice Lance with a Shiva animation, etc. It would have added the classic summoner feel and also resolved the egi-glamour issue, all while having absolutely no effect on gameplay or balance. They had the perfect opportunity... and completely missed it.
there may be some hope for may's reveals on class changes (because there's always a shiny class skill showcase to try and sell each one for the expac), but i don't have my hopes up for much of anything at this point.
The new update has been pretty cool. I like the addition of Primal Roar to allow the job to actually solo, but it comes so late that it doesn’t exactly matter unless I were to make another character, oh well. With the addition of more spells, I’m more compelled to take spells like White Wind out of my DPS builds. As a healer main I’m thankful for this because it feels like other players are trusting me more to do my job and heal rather than being in fear of dying if they miss White Wind themselves. I would still very much like this job to be allowed in the main game, especially post level 70 where every roles kit feels fully fleshed out including a physical and ranged style DPS. I think I’m generally alright with the limited functionality UNDER level 70. I’m hoping that the fact that the only new Carnivale event was Gogo, that we will transition to a real job soon. Here’s hoping.
Best in slot at the moment for Blue Mage: https://www.youtube.com/watch?v=f-k9HltIwJ0
Spell Speed and Determination seems to be most consistent, but Crit and Determination can work.
So, the big BLU update has been around for a while. Thoughs.
I am enjoying StormBLUd a lot.
DPS BLU is probably my favorite DPS class in the game. Instead of traditional FFXIV rotations, we have a lot of different abilities with separate cooldowns. The new MF opener is really satisfying to pull off, Nightbloom, Matra Magic and Phantom Flurry actually feel like capstone skills. Cold Fog is great, it's like Riddle of Earth and Requiescat loved each other very much and decided to have a child. TWTT is a 3 GCD combo that feels satisfying to use. It's the most fun i have had playing a DPS job in FFXIV.
Heal BLU. You know what, it's actually the most fun i have had healing in FF XIV as well. Angel Snack is a great addition to the kit. White Wind snapshots is amazing when you do it consistently and hilarious at the same time, when it misses on person and you try to panic heal them as well. Considering, how predictable incoming damage is and how powerful White Wind and Snacc are i do not even miss OGCDs much, but 1 or 2 would be a welcome addition. When you're not healing, you have a lot of stuff to do and it feels good since you have most of your dps kit. Gobskin and Stotram is also good for less spicy incoming aoes.
Tanking was also made a lot more enjoyable. Dragon Force is literally what we have been asking for and finally got it. Chelonian Gate is like a bastard child of Rampart and TBN, but it's decent. Devour being upkeep buff, is worse, than it just being a passive aspect of tank mimic, but it gets the job of "not being as squishy" done.
Overall, BLU 70 finally feels like an OP class we were promised at the start but got the beta version of it at the beginning instead.
Okay, I've got into the thankless task of trying to be a Tanky Blue Mage... Experimented with a lot of things, including melding tenacity to see if it helped with the spiky-ness.
But I realized one thing... Even if the stats/mighty guard defense/tank mimicry were tuned to make Blue Tanks more resistant, it won't do any good unless they rectify a huge issue with the role:
Mitigation spells having a cast time.
The bosses were all designed behind knowing that conventional Tank mitigation spells are insta cast and oGCD - so you can properly react to the tankbuster cast time. This is nearly impossible as a Blue Mage. Diamondback, Dragon Force and Chelonian Gate all have a nasty nearly 2s cast time, and if you're using GCDs to attack the boss, chances are the global cooldown will still be rolling when you absolutely need to press one of those buttons.
Swiftcast helps a bit, but still it won't be up for every time you need. My proposal is, just let all of those spells be instant-cast while you're under Tank mimicry! It will help the survivability a LOT.
There's one thing that Blue Mage healing needs attention and that is with tank healing.
Unless your Blue Mage tank is doing a spot-on job with the unreliable defensives/occasional white winds/etc, chances are that you'll be casting Pom Cure a lot... And - just - Pom Cure for tank healing, because all of the other spells: White Wind / Strotram / Angel Snack / Gobskin are all suited for AoE healing.
Thank goodness that we have dps oGCD spells that can be weaved between the Pom Cures, else it would simply be a mindless thing to do to maintain the tank alive. I hope the next update adds more single-target tools, maybe some ogcd 5 star spells, especially if the tanks keep being as squishy and spiky as they are now.
I love the DPSer Blue Mage, though... The only thing that I'd change is actually turning the Condensed Libra into an actual job gauge mechanic that dynamically shifted through empowered elements.
Honestly I'd be happy to they gave blu the ability to use squadrons and trusts. I use those more then anything since my friends moved on to other games lol.
I keep thinking that one of the reasons why Egi-Glam have been un addressed for quite a while is that SMN's aren't using Egis anymore in EW, thus making the whole idea of Egi glam moot. But if they do, I hope we can at least keep the old Egis and Carbys as cosmetic companions!
I noticed you can solo Aurum Vale quite smoothly on BLU with level sync on for Moogle Tomes. My run was about 9 minutes but that was a first try so I expect it can be optimized for shorter times. Obviously groups are faster but it's a nice option to have if you can't find a party or prefer to run alone in your spare time.
Edit: Wanderer's Palace is even better, was around the 6:30-7:00 min mark.
Most fights are scripted, so good tanks know when tankbusters occur down to their timestamps. It's not uncommon for a tank who is optimizing for difficult content to pop a cooldown 18 seconds in advance, knowing full well that the last two seconds will catch a tankbuster and allow the cooldown to be back up early enough to catch the next one. Also, historically, abilities like IB used to require you to anticipate cooldowns even at baseline levels of play.
I think that if you're trying to do something optional but fun, there definitely should be a timing challenge attached.
That means you have to know the script and timeline though. It's not really intended that you fail every tankbuster during prog until you figure out the exact timing in advance. Even most Savage tankbusters have generous cast bars so you can react with instant mitigation.
If you wanted challenge you could put a few mitigations on casts, but still have enough instants to survive a tankbuster. That way the average player or player who is learning a fight can react with them but a veteran tank is rewarded further.
People make charts with timestamp lists for every fight, so this isn't top secret information. You're not doing prog on BLU. It's meant to be a fun way to revisit fights. I don't mind either way, but it's not essential.
What you should ask for is Re-raise as a tank invuln.
Reraise
For the next X seconds, most attacks cannot reduce your HP to less than 1. If a lethal attack is prevented this way, your character faceplants to the ground, and a small angel restores you to full health.
Just stick it into the next Gilgamesh encounter that we get.
Just an update to this post that I forgot: Tenacity doesn't affect Blue mages. I presumed it did with Tanking Mimicry since it was meant to turn you into... a tank, but alas. It would certainly help with the squishyness of the role and unreliability of the tankbuster mitigators.
This kind of skilled gameplay is attainable? Defnitely... But that's probably not where I would personally add challenge to that content, since it essentially affects the performance of every BLU tank across the board regardless of difficulty.
I've defnitely tried and was really excited for it, but if the takbuster mitigator situation was purposedly set like that to create a more challenging tanking scenario, yeah... It's not for me, then. I can defnitely pull through memorizing the timers of the tankbusters, but the stress of literally being 2-shot if you miss that and if your healer won't top you off ASAP doesn't make it worth.
Kinda disappointed to find how many of the new spells are locked behind level 70 duties. Picking my 60 BLU back up, and basically the only things I can go hunt for are Basic Instinct and Choco Meteor. Maybe pick up the 2 namazu skills. Ultravibration and Aetherial Spark look like it might be wiser to wait a few levels. Really needed to scatter a few more spells in the leveling dungeons or something.
Later edit: turns out it's not too bad going after all these open world spells at 60-61. I can see how Basic Instinct is a spell we needed years ago. And it's nice that they put it available at an appropriate level. Curious to know/see if anyone's rolled a fresh BLU to see how much more can be easily solo'd now. I mean, solo'd at reasonable levels, not so much waiting until 70 to get Lv 5 Petrify or whatever).
Of course, now that I have gotten all these open world spells, still stuck with the grind to 70. Bit of a shame, really, that we don't get more of a boost out of FATEs or beast tribes or anything.
You know how someone mentioned training dummies for Aetherial Mimicry?
Why not let you get the appropriate stance from your Chocobo when it's set to one of those stances? We already get a buff from Choco Meteor and they're much more portable than training dummies, meaning I can swap skillsets in the overworld.
I also learned that Shinryu will double auto whichever Blue Mage plays Tank due to the fact that there's no set role and it hurts.
I did not see it, so I will post it myself. >3> Fun Fact discovered by TheoryCrafters in the Discord Server "Blue Academy", a few months ago...
Whistle or Tingle --> Tingle or Whistle --> Abyssal Transfixion or Sharpened Knife, is a slightly higher potency than just x3 Abyssal Transfixion or x3 Sharpened Knife! =w=
StormBLUd has granted Blue Mage a unofficial pseudo 1-2-3 Combo, which is more interactive..! than the lousy just a single GCD.. over and over and over.. while waiting for CDs or some mechanic to happen.
One thing I would love to see is more staffs. They are already just for glamor purposes anyway; I think if you do the EX Primal fights, there should be new cosmetic staff's. As it is now, the selection of staff's is criminally underwhelming. Add primal inspired staff's as rewards for achievements. Seems like a no brainer to me. Sorry if it's already been stated.
So, I think this interview went under the radar, but AfroSenju actually asked Yoshi-P about BLU mage.
https://www.twitch.tv/videos/1175497...ives&sort=time
Timestamp 5:38
So....no plan to change it, even though so many people dislike it.
Yoshida went through surprisingly no depth at all with his answer though, and said nothing that he didn't already say in the past, which I find a bit odd. Like he doesn't want to speak about it too much.
I am quite dissatisfied that Blue Mage was turned into fomo content that barely has anything going for it to begin with and its updates have been lackluster at best. Even gacha collab events are easier to complete and fully grind out compared to Blue Mage’s extremely limited time window during its updates. That being said, 2 years ago there were no plans to add in female Hrothgar or male Viera, and look where we are now, along with them finally adding a 4th healer at last with the gameplay lots of people were asking for.
Blue mage released in a time period where it seemed they were constantly failing to read the room and this led to all sorts drama surrounding locking the ending of Eureka behind Baldesion Arsenal, the lack of a 4th healer at the time, and the massive disappointment of the return to gender locked races. As it stands now Blue Mage is the last remaining issue from that bygone era.
Please take away the meme spells, this “blue mage specific content” doesn’t last more than 2 weeks. An actual full job however would have infinitely more thigs to do. We just want to play with our friends and do *current* content, not stuff we already cleared years ago for nothing but a tentacle monster mount. Blue Mage feels like no more than just another War of the Visions event like the NieR, FFIV, and FFX collabs in that mobile game, except those collabs lasted far longer and had more stuff to do.
I must say, the response given in that interview is very disappointing. To summarize, Blue Mage has powerful spells, and to balance it alongside other jobs would necessitate the removal of those spells. At which point it may no longer feel like Blue Mage and for that reason it is to be kept separate.
There are two issues with this response. To answer the question, "Would it even be a Blue Mage without those powerful spells?" Yes, yes it would still be a Blue Mage. What defines a Blue Mage is that it utilizes magic to execute attacks that would otherwise be exclusive to enemies. The strength of those spells is a separate matter entirely and the vast majority of the spells available to Blue Mage in FFXIV aren't even problematic. Take away the few that pose a problem and you would be left with... well, Blue Mage.
The second issue is the idea that those powerful spells would need to be outright removed from the equation in the first place. Those who are happy with a limited Blue Mage with broken spells and those who want a balanced Blue Mage that can be played in all content can both have what they want. My suggestion to SE is for them to utilize a tool that they have already created: Basic Instinct.
Basic Instinct is already a vital spell for Blue Mage to function as a solo job, but its functionality can be expanded. Add the text, "augments certain Blue Mage actions" then allow it to be used within The Masked Carnival and the Blue Mage Log (and if they wish to maintain intended balance, the ordinary passive buffs from Basic Instinct could not apply within those specific instances). A Blue Mage with Basic Instinct active would essentially be identical to the current limited job. You would have your crazy spells at their full strength, but they would only work within the limited content that's been created for Blue Mage and solo efforts. For all other group content, Basic Instinct wouldn't be accessible and without that, we would be left with a "toned down" Blue Mage that's on par with other jobs.
Now this was just my suggestion. There are other approaches that could work too, be that a second job stone, a passive trait, or a stance ability. In any case, don't let anyone try to fool you into thinking that Blue Mage must be one of two extremes: either a limited job with crazy spells or a "normal job" that's balanced. It's entirely possible for both to coexist. Even if you are fine with how Blue Mage is currently, you shouldn't be opposed to a proposal like that when the goal is to retain what you like about it. This is not about taking things away. It's about adding more content for Blue Mage so that more people can enjoy it.
100%. I really think that if you take the ridiculous spells/utilities out, the standard rotation for BLU is not really OP and is actually quite decently balanced already.
The only tricky thing is level sync in my opinion. But with a bit of a rework I am sure they can figure something out.
On a more positive note, farming T2 is pretty fast now for tomes.
A shame the job has no practical use outside moogle events. Especially if you were around to grind out most of these rewards when they were part of current content at the time.
Nothing in this game has practical use. The only value that you get is the value that you attribute to it as a player. Even if you played the fights when they were current and are still playing BLU on the same role, they still feel very different. Much like the Deep Dungeon series, it's interesting side content, and as long as they keep expanding on it, I'm fine with that.
A slight derail, but just coming off beating the story up until current I wonder how they will justify us going to the First for the up-to-80 content? My only guess is that the guildmaster sees us off to get more powerful, to save the guild yet again. Or he learns a forbidden BLU spell that lets him traverse through dimensions, but is trapped and we have to figure a way home by tracking down Greg with Hildy and Natsu.
This way, our level 80 carnivale boss would be "Greg", to keep with tradition of strange nostalgic off shoot bosses like Ultros/Typhoon, Siegfried, Gogo, etc.
I'm more partial to the ideal Gogo inspires us to try mimic exotic creatures for a new carnival event and we decide to go to the First to do so.
Random thought: I wonder if endwalker will let BLU get a 'limit break' spell from 'spoiler boss' that uses various limit breaks. Since current BLU can't use LB bar at all ^^
I'm not sure if it's been said before in this thread as I didn't check all of the pages, but one simple change I think everyone would agree with would be to make the background for the job icon in a party blue. It's *blue* mage, how could it not? Confusing it for a tank role would be a negligible concern.
My main hope with the next update to Blu is letting us use trusts. Just base it off what our mimicry is set to for our role. I hated that I couldn't use my squadron with my Blu to begin with.