I mean is there any reason to limit content? Why can we not run with our squad as Blue Mage?
I mean is there any reason to limit content? Why can we not run with our squad as Blue Mage?
Because squad is built around the trinity, and BLU doesn't fit into a trinity role?
You mean, as opposed to now where even after the Engage spam exploit nerf your Squad just tears through every dungeon that isn't pretty much exactly The Wanderer's Palace (Hard) (Which for some reason their scaling seems to be much lower than dungeon both higher and lower level than it)
Even without the fact of Squads being overtuned (To compensate for AI that's... Lacking), BLU is only significantly stronger than average in specifically the 20-30 range when you first pick up 1000 Needles before scaling to where it stops being notably effective.
I don't think that farming Thousand Maws of Toto-Rak marginally faster (Because, it shouldn't take much longer than 1000 Needles 6 second cast time for a Squadron to do equal if not more damage) is necessarily reason to prevent BLU from using Squadrons.
Given that it's so limited in its use anyway as it doesn't include most of the dungeons that BLU needs for spells and its experience is laughable compared to what BLU gets from farming overworld...
by themselves some are somewhat useless
but the ones that combo with others can be pretty intense
bad breath
rams voice
missile obliterates first and second boss in the dungeon
mindlessly throwing out spells with Blue its obvious going to be weak but setting up with it correctly makes it a destructive force
They only have 1 magic vulnerability debuff and that's Peculiar Light which is 30%
Which is a bit stronger than SMN's 10% magic vulnerability debuff for sure, but nothing that matters all that much for Squadron's. Maybe it'll make the THM/ACN recruits as strong as the ARC ones...
The 50% debuff is not magic vulnerability, it's a debuff that increases the damage taken by the caster of the spell Off-Guard. It has literally zero impact on anyone else but the BLU that cast it.
Even then, it's mostly just trash that can actually be affected by combos and RNG spells because many bosses are immune and/or resistant to the effects and skills required to set up the combos.
Also, again, for Squadrons, solo content that's super easy because the Squadrons are OP anyway, the impact is pretty low. Even for "Experience farming" your recruits it's like "Okay... But why should anyone care that you leveled up your recruits marginally faster?"
My recruits have been all capped at level 60 for ages, literally it only took like a week of sending them out on missions after they upped the level cap. The only thing that would make them any better, is getting better chemistries (Ones that boost stats) to make sending them out on the weekly mission for the 10 boosters instead of 5 easier...
I get not letting them into dutyfinder, but I think it's silly you can't do it with squad. Just make blu slot in as a dps for it, problem solved. It's solo content so it doesn't hold anyone back if a blu goes in unprepared.