Well, seems like that now you can actually earn a new mount if you clear alexander-savage (all 3 parts, of course) with a full party of blue mages.
https://eu.finalfantasyxiv.com/lodes.../?patch=latest
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Well, seems like that now you can actually earn a new mount if you clear alexander-savage (all 3 parts, of course) with a full party of blue mages.
https://eu.finalfantasyxiv.com/lodes.../?patch=latest
It'll be just as hard if not harder than doing it on normal jobs, especially with no echo, and I suspect the overlap between people who like to do blu mage and people who like to do savage isn't particularly wide, at least if my blu pfs have been anything to go by
I going to disagree. Level cap and no echo is a thing sure, yet we can have perfect gear if we want (130/270) for all the turns and that's a big help. I don't think is going to be easy, still, a full BLUE team will have more flexibility than a regular composition. I'm also guessing that part of the idea is to attract people that weren't interesting in BLUE before. I personally looking forward to watching streams of raiders doing this since planning around what skills each player should have and trying a different approach after X wipes sounds fun.
The difference is stuff like bahamut and alex prime savage will still be super hard, the new skills added increase overall dps a bit, but overall the class is much the same, and clearing bahamut on all blus last patch was a seriously hard undertaking, more dps and a weak aoe shield isn't going to make up for the fact its mechanically very hard, and much harder to do generally without the full healer and tank kits. (Blu tanks do almost no damage, so need to be made up for by final sting and the dps). Just look at the all tank A12s I posted last page, which used strong echo and still barely made it.
The fact that the dev team expects people to be doing BLU log stuff a week from now is the closest this game has ever come to a Shakespearean tragedy. It is sad that basically nothing of note was added, this patch, aside from gathering more spells you already have but with a different elemental spin. I am stunned.
You have a valid concern and is stuff SE need to look over if turn out to be an impossible task instead of something challenging but fun (so far SE has fail with the fun part behind BLUE). Besides that, I still consider the idea of putting one mount behind something optional like this good.
IMO FFXIV could use more achievements that encourage to approach boss encounters/dungeons differently like others game do.
So for those out of the loop, here's a full list of all the truly inspire *OP* skills we got
The Uninspired
-8 new 220 potency attacks with varying status effects
-2 moves that combo off each other until mobs start resiting the status effect, (if they didnt resist to begin with)
-Acorn bomb but it lasts longer
-Esuna but a different name
-Medica+Fey Caress
-Halfway between Cure 1 and 2
-Basically Succor but its all shield
-Heart of Stone but worse cos its gcd
-Cover but with a cast time
-Ultimatum but ranged
-2 Damage cooldowns on the gcd
-A random vuln up on the gcd (only useful in a full team)
-2 AOE RNG spells with high mana cost and one with a long cd
-Raise but with a long cd
-Bristle 2 (physical only but bigger)
-A Weaving tool
-2 Primal skills that are almost functionally identical
The actually kind of interesting
-A big attack when you're on low health
-New primal skill that actually has a unique mechanic
-Jank Stance system which just makes tanking more miserable and is a lock in for anyone who heals.
Truley Blu is an inspired and original class worth the time, when 25% of the new skills are just more 220 pot attacks, and a bunch are just clones of other classes skills, with a sprinkling of RNG skills that don't work on raid bosses (which we are expected to do now for the morbol mount).
On top of that we got a reskinned PF that offers rewards that are really kinda lack luster, seriously don't need more allied seals and poetics thanks, and the Morbol mount as the carrot to do harder content.
Did I mention that Level 5 Death doesn't work on bosses, like Yoshi P said it would and thats why they were limiting BLU, hmmmmmmm.
This is what we've waited nearly a year for when Yoshi P said don't judge BLU yet cos more good stuff is coming, this is what waited at the end. More of the same.
Who is it even for? The overlap between savage mode raiders and people who can be bothered to grind blue mage spells can't be particularly high. Talk about pissing away time and resources.
Well, some problems could have been solved, if they just made some spells insta-cast. Like "Loom" for example. Unconditional mobility tool would have been great to have, but it's still a spell with relatively short range and it still has cast time. Same for the new "Cover".
As an example of some of their baffling balancing of BLU, apparently regular lv50 Wind Sprites are completely immune to Doom and Tail Screw. Because that would be far too OP.
It may be unrealistic but I was hoping to be able to que in df for old content at the least. For example, the level 50/60 dailies would be a good start. You certain spells to be able to use Blue Mage in old content at least. Oh well.
Haven't logged in yet to test the update, can BLU atleast do POTD? If not .... wtf SE.
When people say "Why are you against limited jobs?", this is pretty much the reason. I'm not a savage raider, but I'd rather not see dev time going to something that only a tiny fraction of the community will actually participate in.
If we can get Allied Seals from the BLU DF, I'll likely do that until I complete the rest of my riding maps and then never touch it again. BLU is such an absolute joke...
I hate to be "that" guy, but I think a solution to the pollution would be to let BLU be both a solo content job AND a regular job. I'll elaborate.
BLU should have a kit like regular jobs that can be used with current content. It'll be a diet Pepsi version of BLU, but it would please the player base that wish to use it and main it in relevant and current content. As many have pointed out already, it would be no different than the watered down versions of RDM's, DRK's, and SMN's that in many ways are current examples of traditional Final Fantasy jobs modified for the gameplay style of XIV. I honestly think half the isle of the BLU isle will be content with this.
On the opposite spectrum, BLU will also still be able to do what it's current iteration does. Meaning, you can still do the BLU roulettes, still learn spells, still do what you're doing now. Mostly, it'll be content that can only be accessed with Blue Mage. And it would work and function in much the same way it does now. And I don't think it'll upset anyone that BLU would have job specific content as opposed to the other jobs (which don't).
Providing BOTH ways to play BLU would make everyone happy and take away the sore spot this subject has caused. At which point, Square Enix or Yoshi-P would simply just have to figure out or provide the resources to make it happen. This way, all the BLU purists will still get the experience of hunting down spells and learning them and being crazy powerful. But also, have PvE version of the job so that those wanting to main BLU can.
That's my 2 gil on the subject.
Many people have suggested this, and honestly this approach in my opinion is the easiest and fastest route to go. There are only four things they would have to do to make this happen.
1.) Choose a balanced spell set for duties (Animations and spell effects already exist.)
2.) Create a job gauge (Perhaps the most challenging thing.)
3.) Change BLU weapons to be dependent on Stats/Add some more weapon choices. (This needs to be added to not give them a bonus with tomestone spending and to balance their DPS)
4.) Increase Level Cap to 80. (Self Explanatory)
The increased experience gain in the open world doesn't have to be changed that could remain as a compromise for us having to hunt down spells. And if they want to stay loyal to job lore they could require us to reach level 50 and have X skills before actually entering the duty finder, and the upgrades would be traits upon unlocking the new skills in the open world like Warrior must finish their job quest to transform berserk into inner release.
Looking at the new Aetherial Mimicry spell and a lot of the other spells added, it seems they're slowly moving towards making it possible for them to party normally with others in the DF.
Aetherial Mimicry adds a buff depending on the target player role you're copying. Tank gives you 20% more defense. Healer gives you 20% more healing. DPS gives you 20% more DH and Crit.
Devour works like Thrill of Battle.
Frog Legs is an AoE Provoke.
Cactguard reduces damage a party member takes by 5% for 6s (15% if tank buff active)
Exuviation is an AoE Esuna with a 50 potency heal (300 if healer buff active)
Pom Cure is a single target 200 potency heal (500 if healer buff active)
Gobskin is an AoE barrier blocking for the equivalent of a 100 potency heal (250 potency if healer buff active, doesn't stack with SCH/AST shields)
Angel Whisper is a revive spell (albeit with a 5m cooldown)
Avail redirects the damage you're about to take to another player for 12s as long as they stay in range (doesn't work with everything).
If they add more abilities like this whenever the next BLU cap increase occurs, it may be possible for them to finally catch up and party with other players normally.
After playing around with blue a bit more, it just reinforces my prior opinion that I've had. I think the blu only DF is a mistake, it should either be elevated to a full on job class or be made for solo play only. Since it was meant to be a limited job, we should be able to obtain every spell solo without any outside aid if we so choose. The new spells have only convinced me further that this *should* be the case.
Some people I know think that BLU right now is just some kind of beta test for them to slowly intergrate it to Duty Finder or become a full job. I don't think that's the intention but they are really hopeful and playing BLU because of that reasoning.
So. After unlocking most of the current abilities.
What we have now:
Bristle => Song of Torment.
30 seconds OGCD primal spell of your choice, which you can weave after Bristle.
Two 60 seconds OGCDs primal spells of your choice.
OM-NOM-NOM (60 seconds cooldown) after which you weave the aforementioned two.
Magic Hammer => Glass Dance.
Due to Devour and Magic Hammer being actual spells their cooldowns are shorter than the stuff you weave after them, so you still kinda use them on their original timers.
Keep Off-guard up for the burst windows.
Spam 220 pot spell of your choice when nothing of the above is available. I dunno, that looks like more or less normal class rotation to me.
There's 5 minutes raise as an emergency option. There's White Wind, which can help with healing, but won't obsolete healers by any means.
So, all that can work as a core of a normal DPS class. All the janky stuff doesn't work on the bosses anyway.
With Mimicry you can pretend to be a healer with a lof of buttons to press even. Tanking could theoretically work, but, imo, needs a bit more work.
I am not sure how exactly that would affect queues and Adventurer in Need bonus, but BLU can be that generalist role we've seen in some story Trust dungeons.
I think the idea of BLU being converted into an unlimited job whilst still getting 'limited' content & progression is a solid one. Perhaps another approach could be akin to what we tend to get when new jobs are released for expansions: that is, they start at twenty levels below the current cap. BLU, on other hand, could be a limited job until 50, after which time it becomes unlimited and can be used in DF et al. In addition to hitting 50, players will also need to have acquired ALL the available BLU spells, but all of these will be available through open-world enemies, squadron dungeons, BLU story quests, and other soloable content. Past 50, BLU will continue to acquire new spells through story quests and Masked Carnivale, and may be locked out of DF if they don't have the expected spells for the level of content they're tackling. BLU will be able to pick spells for all the content they can do right now, outside of DF, but they will run with a preset, the same way all other jobs do, in synced content.
I still think BLU is good as what it is: a BLU, and not a generic caster with a generic and boring rotation. We have the other jobs for that and I don't think a generic BLU would add anything new and fun to the table. I still rather to have new content.
This new BLU content is cool, the new challenges are fun to complete and the new spells makes him more fun to play with. That's a good improvement for this class and I hope we get new and better content in the future!
IMO they should use this BLU-only duty update to further fine-tuned BLU so it can join other content
if spell is too OP or too weak, then used this BLU-only duty to analyze where the problem lies, and fine-tuned it.
BLU is like 2 steps away from a real rotation at this point. They might as well go the full mile and stop making everyone (most people) upset with the job.
To be honest, I'm still happy with the concept of Limited Jobs, I just wish they did more with it and handled it better... Blue Mage doesn't feel powerful enough, nor fun enough (just flesh it out more like a real Job, with a gauge and abilities, absurd abilities...), to really justify the concept, for the most part spells are just carbon copies with an elemental swap here and there... The crowd control aspects of the Job have real potential, but XIV is not built around trash packs, and such skills rarely ever work on bosses, so that's a bust... Reward wise? Poetics and Allied Seals remain lackluster at best, I'm honestly amazed they didn't make Masked Carnival a Gold Saucer thing, although MGP is barely a step up from Allied Seals, but it at least fits with one of the main piece of Gold Saucer pieces of content XIV has yet to get...
The idea is functional, but disappointing, IMO. If they made Blue Mage a "real" Job? Well then it's a coin toss on whether I'd ever play/main it. At least as a Limited Job I have cause to use it every now and then, my disappointment mostly stems from wanting more and getting nothing. When I do play it I do actually enjoy it, but the reasons to play it is very lacking (less than a handful of weekly pieces of content...), and the rewards for doing so non-existent. Furthermore, what I do play is still ultimately lacking, its rotation and mechanics still require polish IMHO.
I know XIV OF hates XI, but honestly XI Blue Mage had one solid concept I'd love to see XIV get as well, and that's attaching Traits to spells. That's a far more solid reason to have 6 spells that all do a 220 potency AoE, just for the sake of covering elements for Masked Carnival... Sadly, even XIVs actual Jobs have piss all to show for Traits in this game... Still, I imagine a large part of that is XIVs dev team not wanting to worry about them for balance purposes... Limited Jobs should be able to throw such concerns out the window, right? Bare minimum, bring over the type Killer traits (Bird Killer, Dragon Killer, etc.), then you can justify bringing X spells vs Nidhogg or Y spells vs Ravana (sadly I already know 99% of XIV hates that idea, because the idea of having to do any sort of prep-work before a fight is antithetical to this games community). I also think you can copy something XIs Efflux ability over, and just slap an Azure Gauge on Blue Mage; Casting spells increases the gauge, Efflux lets you burn gauge to boost spells potency/effect. That automatically makes the Job a bit more engaging to play, IMO.
I believe people who are enjoying themselves, but I do squint sometimes when I see talks about how unique their rotation is for a few reasons.
First and this issue is going to get a lot worse as time goes on, Blue Mage's quality, a lot of the good stuff, is locked behind instances which means very high repeat of content (because they didn't buff the drop rate /that/ much) or hours upon hours of begging (for 3-7 other players that want to sync with you)- so people getting to experience the fuller side of blue mage is like right now and those who've got multiple blue mage friends generous with their time. Which is why I said in another post the best blue is now, and that I hope SE is balancing the positive feedback against the negative in mind that one of these feedbacks is going to get smaller (as the lowest wait times and highest interest for the content is now, and outside of that it's going to be painful to turn yourself into something that isn't one button spam).
Second, while a rotation does begin to emerge I think people are just excited to play something with spiffy monster spells and a "new" rotation over actually how unique it is. Because I'm looking at it and I see gcd with an ogcd spam phase, except often with less buttons in said rotation. Like many of the jobs have more things to do. So I believe people when they're having fun but I also think they'd probably have fun with any other form of blue mage as well, if that's their main pro for the job right now. I mean even if we were discussing a form of DF blue mage I still believe that since a lot of times new jobs start out OP in low content, like how dancer's dance is just ridiculous in some lower content (the other newer jobs have these moments too, like Red Mage).
I guess to say I hope SE takes their salt twice on positive feedback, not only will it get worse to play if you didn't get in on the hype train but that having read some of these pro comments would be comments that would be satisfied so long as it does something unique, has any sort of rotation over 1 button, and uses spiffy looking spells. That's not an insult to intelligence or anything of players enjoying it just that I think from reading a few of these posters enjoyments that they would have been rather easy to satisfy, with almost any form of blue mage (easy to satisfy also isn't an insult lol).
Also since I can, and this part quite bothers me about blue mage in it's current state and reasons the devs give us, is fire angon which behaves only in the vaguest way similar to the original. Fire Angon by the boss it comes from, and the variant the blue mage boss in carnival uses, creates a pylon that emits shockwaves that apply a dot. Our fire angon is just a fire aoe. There are a lot of spells like this, so I'm not sure I'll list them all out or at least maybe just slowly parade each one out but yeah... ours is not the monster version :( lol.
So I still strongly believe there is, and will grow, something amiss with their current design in both how they inform us of why they did stuff and how the job is going to exist. Because of the content dying after a while, just by the nature of mmos (even good content does this, but if it's not good it's going to die faster), that they shouldn't have designed so much group play to fix yourself and that blue mage should be MUCH stronger. For solo reasons, and longevity of being able to enter the content without it being a major pain in the kupo. That there should be a fail safe learning mechanic that grows chance of learning on each failure (when you can't get a group sync). Why I've quite liked the idea that their power level comes from number of spells known such that players can feel UP and group up if they want or OP by going through the list in a logical order- also why I suggested blue mage should be able to control their power level for extra rewards like lowering their super sayian for increased drops of treasure / spells (maintaining the option for players to go in as a group for extra reward, but also maintain that solo is a "good" and valid option to learning all spells too and of course spell drop rate would be reasonable and the 'usual' rewards).
So I've taken a look at the dedicated Blue Mage topic on the Japanese forum to read over the most recent comments. It would help if I had some understanding of the Japanese language, but a translator works well enough to get a feel for the reception. There are a lot of comments with likes ranging from 1 to 20 that talk about little things, like requests to have NPC targets for Aetherial Mimicry, but then there are multiple comments with 50+ likes and those seem to express disapproval to put it broadly. Many question who the audience is supposed to be. Others have commented on the contradictions between what we've been told and what we've been given, such as bosses being immune to Level 5 Death. Another comment seemed to outright call this limited job a failure.
The majority of those passionate enough to express their opinion are in agreement with comments like those. I'm not sure what direction they would like to see Blue Mage taken, but it's hard to look at the comments and say the reception to the current implantation has been anything but poor.
I was heartbroken when BLU was announced as a limited job as it's my favourite job in the series and I would have liked to main it.
I appreciate that this patch incentivized running things as a full BLU group as that is much more fun than the carry then swap groups for skill learning that were common when BLU launched. However at the end of the day I've already learned all the new skills and beaten the new carnival stages and am not thrilled by the idea of learning old Savages and Exes on BLU.
I don't understand why SE thinks the job can't be balanced for DF but still seem to be trying to balance for challenge runs (stuff being immune to level 5 death, long CD on the raise, ect).
If they're going to bother balancing it all I would like a set of skills balanced for DF so I can progress the MSQ and run new content on BLU. Don't allow people to queue without essential skills learned. Leave the unbalanced skills available for the carnivale and premade runs of old content. And please don't limit jobs to side content in the future. Or if you do, make it a job unique to XIV.
Probably time for a new poll Blueyes.