https://youtu.be/qZ8MiG_npv4
This one is 24 Blue Syrcus Tower
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https://youtu.be/qZ8MiG_npv4
This one is 24 Blue Syrcus Tower
I think I'm done with grinding skills, since I have enough to do the full DPS rotation properly. Probably will just go back and get them later if they're needed for future carnivale battles.
All the achievements are done, too.
Overall, I felt the experience was pretty enjoyable outside of the skill grinds.
I am at level 42 i think? Would still love to try it in coil and such but man the job is weak.
I find that levels 40+ does feel like a big chore rather then fun which is a shame as i liked it in the beginning
Level 50 and 46/49 on my spell book. Only thing I'm missing is Glass Dance (seriously Shiva EX, give it up). Haven't really been able to figure out some of the Masked Carnival stages, though I did get this week's Silver star target (Sticky Tongue + Glower are your friends), but look forward to getting them done.
Can't be bothered to grind EX primals, so I guess I'm done, aside from the weekly challenges. And that'll only last until I finish collecting the riding maps and minions. I like the ideas behind the class, but the implementation left a lot to be desired.
I got all the field skills along with Mind Blast and Glower, and got it to 50. I enjoyed the experience of running around the field finding and learning those skills--and I even enjoyed Tam-Tara the first few runs. But after getting to 50, I tried a few dungeon farms and I just can't keep banging my head against the wall hoping to get all 25 or so of these skills with their awful RNG drop rates.
Really hoping they change something about this--not saying they need to make it a full job or whatever (though that would be cool as BLU is one of my all-time favorite FF jobs)--but I'm very disappointed by this grind-centric implementation and lack off OGCD skills (which makes for a very clunky feel to me). Having to continue to re-queue for a 15-20 minute (or longer, in my experience) dungeon run only for a % chance of learning the skill from the 2nd or 3rd boss (which can take an astronomical number of runs) is not my idea of fun.
They could make Off-guard, Bristle, Peculiar Light, and several other non-damaging moves OGCD with a cool down timer to make the class have some more synergy and IMO, a bit more fun to play.
Asked a friend if he's touched BLU since he got all his spells.
Answer: LOL No.
Replay: Me either.
Okay, so here's a quick review from me.
49/49 spells
25/25 masked carnival trials
3/3 achievements
I honestly felt the carnival itself was rather shallow. Quite a few of the enemies were weak against wind so it was basically spam glower with the occasional feather rain. Those who weren't was basically spam the element they are weak against. A few trials at least stood out. The claws that reflected physical and magic damage made for an interesting situation of hitting one without hitting the other while still damaging the boss for example. Only 4 trials really stood out to me including that one out of the 25. The last achievement was a nice challenge but the other two could be cheesed easily with final sting or self destruct. Now to get to the elephant in the room. Whoever decided that BLU's burst should be locked behind RNG should get a good smack in the back of the head with a paper fan. Or stepped on by Yotsuyu, take your pick. That was probably one of the most painful grinds just behind the Atma quest of 2.1.
As a class, I see Bluemage as having potential that is being held back by the wall of being a limited class. Which is honestly a shame. If anything, I can see it's very underpowered apart from a few spells that is easily solved by some tweeks to the spell itself. Making White Wind only healing for half the user's HP or having a large cooldown for example. Funnily enough, a lack of a basic wind spell also makes Carnival a bit more annoying to complete in it's own right.