After some revisions and a lot of thinking, I finally was able to finish a blue mage concept.
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Blue Mage
Cross Classes: THM (Swiftcast, Surecast, Blizzard II), ACN (Physic, Ruin, Virus)
Weapon: Jeweled Gauntlet
Mechanics: Blue mages have two mechanics. The first is aetheric instability. By tapping into the life force of their enemies, they can increase the power of Lesser Blue Magic. This is achieved in "cycles" of three spells. The way cycles work is as follows:
Opening spell (or Magic Missile) => mob gains debuff Aetheric Instability => second spell correlating to beast affinity => mob gains Greater Aetheric Instability => Third spell => mob loses Greater Aetheric instability (this is called a completed cycle)
The second mechanic is Lore, a resource that fills up over time as you use Lesser Blue Magic. Lore is consumed when you use Greater Blue Magic, and the amount of lore consumed varies by spell.
Abilities
Aetheric Instability - Increases potency of direct attacks by 20% and the duration of damage over-time effects by 15% for 10s.
Greater Aetheric Instability - Increases potency of direct attacks by 30% and the duration of damage over-time effects by 30% for 10s.
01 Magic Missile - Deals unaspected damage with a potency of 150. Can only start a cycle.
02 Power Attack (Beetle) - Deals blunt damage with a potency of 160.
04 Efflux - Spells consume TP in addition to their MP costs, increasing their damage dealt by 10%. Duration: 15s. Cooldown: 150.
06 Acid Mist (Ochu) - Poison nearby enemies, dealing damage over time with a potency of 40 for 21s.
08 Final Sting (Giant Hornet) - Delivers an attack with a potency of 250. If used on a target that is not below 20% HP, consumes 25% of your current HP. Cooldown: 90s.
10 Magus Fist - Delivers an attack with a potency of 50. Additional effect: Stun for 3s. Cooldown: 40s. Requires melee range.
12 Screwdriver (Pugil) - Deals water aspected damage with a potency of 180.
15 Lancet - Deals damage over time with a potency of 30. Restores MP over 9 seconds. Movement or actions taken cancel the effect. Range: 20y. Cooldown: 30s.
18 Sanguine Bite (Wolf) - Deals unaspected damage with a potency of 200. Additional effect: Converts damage dealt to HP. Cooldown: 45s.
22 Wing Cutter (Vulture) - Deals wind aspected damage with a potency of 100 in a cone before you. Additional effect: Knockback.
26 Hammer Beak (Ziz) - Deals blunt damage with a potency of 180. Additional effect: Reduces Blunt resistance by 10% for 30 seconds.
30 Magic Hammer - Deals unaspected damage with a potency of 100. Restores MP equal to damage dealt. Cooldown: 30s.
34 Chain Affinity - Grants 2 stacks of Chain Affinity. Reduces cast time of the next spell by 25% per stack. Duration: 10s. Cooldown: 90s.
38 Eerie Light (Eft) - Reduces nearby enemies' resistance to magic by 10% for 10s. Cooldown: 60s.
42 Bellowing Grunt (Boar) - Deals unaspected damage with a potency of 50 to nearby enemies. Additional effect: Stun for 2s. Cooldown: 40s.
46 King's Will (Dullahan) - Increases damage dealt by 10% for 20s. Cooldown: 60s.
50 Thirst for Lore - Consumes 1 unit of Lore to restore MP. Cooldown: 45s.
Traits
08 Enhanced Intelligence
14 Azure Lore - Grants access to one unit of lore.
16 Enhanced Intelligence II
20 Critical Lore - When your direct damage spells deal critical damage, they contribute double the amount to generating Lore.
24 Azure Lore II - Grants access to an additional unit of lore.
28 Repeating Cycle - Finishing a cycle has a 15% chance to apply Aetheric Instability on target.
32 Enhanced Intelligence III
36 Enhanced Efflux - Reduces the cooldown of Efflux to 120s.
40 Epiphany - Completing a cycle has a 10% chance to generate one full unit of Lore.
44 Azure Lore III - Grants access to an additional unit of lore.
48 Extended Chain - Chain Affinity now grants 3 stacks.
Job Abilities
30 Lifebreak (Archaeodaemon) - Consumes 1 unit of Lore. Deals unaspected damage with a potency of 150. (note: this counts as a lv14 ability for level synch purposes)
35 Burst Affinity - Reduces the potency of the next 3 spells by 40% but causes them to deal damage to target and all nearby enemies. Cooldown: 90s.
40 Bad Breath (Marlboro) - Afflicts enemies in a cone before you with Blind, Paralyze, Slow, Weight and Poison for 10s.
45 Mind Blast (Mindflayer) - Consumes 2 units of Lore. Deals unaspected damage with a potency of 100. Additional effect: Paralyze for 20s.
50 Grand Delta (Hidon) - Consumes 3 units of Lore. Deals unaspected damage with a potency of 400.
52 White Wind (Great Bird) - Consumes up to 3 units of lore. Restores own HP and that of nearby party members. Cure Potency: 150. Gains 50 potency per additional unit of Lore (250 potency at 3 units). Cooldown: 180s.
54 Extended Cycle - Allows Aetherial Instability and Greater Instability to persist for 3 spells. Duration: 15s. Cooldown: 60s.
56 Moon Flute (Magic Tome) - Consumes 3 units of Lore. Increases damage and attacks speed of all party members by 15% for 15s. Cooldown: 180s.
58 Charybdis (Behemoth) - Consumes 1 units of Lore. Creates a designated area that deals damage over time with a potency of 50 for 21s.
60 Unbridled Wisdom - Using Greater Blue Magic does not consume Lore for 10s. Cooldown: 180s.
The Questline (WARNING: Fanfiction Advisory is in effect)
BLU's questline should focus on the concept of blue magic as well as the risks involved.
30-50 Questline: Blue magic is dangerous and on questionable moral grounds. The key here is that neither the player character nor your companion NPC knows ANYTHING about blue magic aside from old stories and myths. It's truly something your character learns and figures out on their own without NPC guidance of any sort.
52-60 Questline: Blue magic is not only dangerous through its use, but can also affect the user if one is not careful. The art of Blue Magic is a relic of the ancient Belah'dians, who dabbled in aetherial manipulation to give their beast mages the strength, speed and endurance of beasts. The art itself was one that could only be wielded by a handful, as most would either lose themselves to the beast essence absorbed or become monsters themselves. Your companion NPCs for this arc would be experience blue mages that try to make sure you've properly learned the discipline, surprised you made it as far as you did on your own.
30 The Long Search (requires a lv50 job like with the DRk, AST and MCH unlocks)
30 Turning Blue
35 Behavioral basics
40 For posterity
45 A Blue Clue
50 Hidon Seek
50 Application of Knowledge (segue into the HW BLU story arc)
52 True Understanding
54 Past Present
56 A drop in the bucket
58 The unusual suspects
60 Give and Take
Achievements
Blue are the beasts that live inside me I-IV - Achieve blue mage level 30/40/50/60.
Da ba dee I - Complete the blue mage job quest "Hidon Seek".
Da ba dee II - Complete the blue mage job quest "Give and Take".
About Blue Magic
Blue Magic is split between Lesser Blue Magic and Greater Blue Magic
Lesser magic is what you learn naturally as you level. The difference between lesser magic and regular abilities is that anything related to monsters has to be learned by killing the respective monster. The unlock quest allows you to learn monster skills between levels 1 and 30 (since BLU is a job that starts at lv30 like DRK, AST and MCH), but anything beyond that has to be learned out in the world. For example, at lv38 your ability window will have a slot for Eerie Light, but you won't be able to use the skill until you kill an Eft-type mob. Same thing with King's Will (kill a Dullahan) and Bellowing Grunt (kill a boar).
Greater magic is learned through job quests and are gained at full power. They generally do not have cooldowns but require varying amounts of Lore to be used.
About Lore
Lore is a resource in a similar vein to ACN's aetherflow stacks. The difference is that the stacks are generated through appropriate use of Lesser Blue Magic and completing cycles. The easiest way to explain the concept of Lore is to think of it like the energy tanks in Super Metroid. Instead of filling up extra tanks as you collect life, using Lesser Blue Magic and completing cycles is what fills up your Lore "tanks". Once a "tank" hits 100% you get 1 unit of lore than can then be spent on Greater Blue Magic.
A spell that inflicts the mob with Aetheric Instability contributes 10%. A spell that inflicts the mob with Greater Aetheric Instability contributes 15%. A spell that finishes a cycle contributes 20%. The Critical Lore trait doubles the contribution when the spell in question crits. The Epiphany trait causes the spell in question to contribute 100%, thus filling a unit of Lore.
Notes
- The idea for the gauntlet was inspired by The Infinity Gauntlet. The concept here is that blue mages store the essence of beasts they slay in their gauntlets, drawing upon them when using their spells.
- Aesthetically, the gauntlet should have a jewel between each knuckle and one at the center of the palm.
- The idea behind the instability debuffs is to create a flexible combo system that can be changed on the fly. The benefits are also meant to make the player want to plan ahead.
- Something I did not add but am nevertheless considering is additional effects for spells used on enemies under Greater Aetheric Instability. I do feel it might make things a bit too complex but could also add something to the job's gameplay.
- Needless to say, BLU's DPS model is very focused on single-target damage with few options for AoE. It's role is that of a caster DPS, so it would stay at range next to the BLMs and SMNs in a group.
- Monster correlations are not in a perfect cycle the way they were in FFXI. They are sort of "who eats who" but not in a straight line. If someone can suggest a better way of organizing this, it'd be great, but for now the correlations are:
Birds < Plants < Beasts
Plants < Insects < lizards
Insects < Fish < Birds
Fish < Lizards < Beasts
- Magic Missile's role in this is as a sort of opener. You can use it to start a cycle if you want, and can follow it with any other spell that affects the mob to continue the cycle.
- Magus Fist is supposed to be a "oh shit I need to get away right now" type of ability, since it is meant to be used if you're getting trained by a melee or pull an extra mob. I was thinking of adding a back-step to it like what Repelling Shot and Elusive Jump have.
- MP recovery for BLU comes in the form of Lancet (channeled MP recovery), Magic Hammer (damage converted to MP) and Thirst for Lore (Lore converted to MP). This should be enough for a BLU to do their thing without forced breaks for MP.
- On the topic of Lancet, the animation would look similarly to this. The difference is that instead of pulling the target to the BLU, the link/chain would simulate draining MP from the target and transferring it to the BLU.
- Lifebreak might need a nerf or an additional effect. It's sort of tough because what I want to avoid is making spamming 3 Lifebreaks more efficient than using Grand Delta.
- The AF could be middle-eastern themed, could also take hints from Strago's aesthetic, or (if you really want to go crazy) could borrow from characters like Suikoden II's Zamza.
Questions, comments and so on are welcome.
