Thoughts on: Blue Mage Spell Damage, buffs, Combos and Elemental "Aura"
I keep having the same thoughts as I look at Blue Magic Base Damage...its all the same.
"220 for all mobs" is common. Same with single hit damage. Much like with other jobs,
why couldn't Base Damage be divided between "Tiered" single damage attach, group damage attacks AND COMBO damage.
When talking Tiered, think Water Cannon > Water Cannon "2" etc. A level 1 spell should be replaced by increasing spells even if you only increasing potency of spells. Another way of saying this a level 1 water cannon acts the same at level 80 (except for your base damage).
While there a combo, they are few and far between. If the is a combo, its buff magic or physical spells using and tingle. While these "buffs" serve their purpose, I'd much rather combo in the traditional battle system of 3 move combos maximize damage each step. Take fire spells for example, much like black mage pvp, each fire spell damage increase the fire status a mob receives.
Finally, I'd like a system based on the spells equipped granting Blue Mages additional buff/debuff against particular elements or physical damage. For example, equipping enough "fire points" will grant Fire Resistance/Water Weakness/Fire Damage up. Or, equip slashing spells grant Slash damage up/blunt down etc.
Just food for thoughts.