- 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.