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Shanoa. The best blue mage ^_^
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https://vignette.wikia.nocookie.net/...20171004180043
Shanoa. The best blue mage ^_^
Someday maybe when we get viera and dancer and clouds bike (i mean the gave us a bike type mount already so why not) and new face types and horn/ear types and more tail types and i just realised this turned in to a wishlist instead of a response to the op but yea blue mage would be cool
no, no. you totally got the point. gotta dream big ^_~
Seeing how SE released 2 jobs this time, I reckon the next expansion will have 2 jobs aswell. Since Healers and Tanks did not get a new job this expansion, one would expect the new jobs to fill those roles, but I just can not magine SE not releasing a new DPS class. Then there is the interviews where Yoshida has said many times that he wants an orginal FFXIV job to be added to the game. So while I do hope that Blue Mage is added to the game, I think the chances of seeing Blue Mage (unless the new orignal FFXIV job is a mix of Blue Mage and something else) are slim to none.
I loved The Order of Ecclesia. I'm looking forward to Bloodstained: Ritual of the Night!
About Blue Mage. I think this is the last piece of info we got? Afaik
Source: HereQuote:
Q: I love the blue mage job that appears in the FINAL FANTASY series. Will the blue mage job ever be implemented in FFXIV?
A: I think that blue mage is an interesting job because you can learn spells from enemies, but honestly I don't think that it really fits MMORPG party settings. If anything, I think it would work solo and it would be really fun to implement it as a job where you go around and learn abilities from every monster, so I'd definitely like to try and do this, but I'm concerned when it comes to playing in a party players would put up barriers if you haven't learned certain abilities. Additionally, in the event you are able to use abilities forever once you learn them, the difficulty of learning abilities would be high, and we wouldn't be able to balance the system so it wouldn't revolve around procuring your abilities instead of equipment. This wouldn't be practical enough to fit in an MMORPG party setting and conversely if you are swapping in only certain abilities you've learned, the true image of a blue mage would diminish, so this is something that I am concerned with.
Don't kid yourself. BLU did not work well in XI. There were only an extremely limited number of spells you actually used. The rest were only used for unlocking traits. The rest, never used at all. SE just got done with their attempt at pruning unused abilities, and you want to add more?!
Second, again, don't kid yourself. Choice in an MMO is a lie and a myth. The playerbase will find the most optimal combination of a spell list, making any other combo a source for elitists to talk down to anyone else. The players wi then complain that X spell is too weak, and never used, etc etc etc...
The truth is that Yoshi, while not percect, knows a whole lot more about game design than 99.9% of these self-proclaimed armchair devs. They have no idea what they are talking about, completelg clueless to the fact they don't even know what they are asking for.
We need to find what shirt would be representative of Blue Mage.
Suggestion for Blue mage weapon Sword Whip, possibly paired with another.
https://dengekionline.com/elem/000/0..._1280x1188.jpg
Pretty much my sentiments on the matter. Even the concept I did nearly a year and a half ago was a shot in the dark compared to what devs would be able to cook up, but I was almost positive that it couldn't, wouldn't and rightfully shouldn't work like how it did in XI because of the reasons listed in Ramath's post.
Yoshi knows his game better than any of us ever will, and that's exactly why he has said repeatedly now that BLU will never be a thing.
In order to do blue mage justice you'd have to learn your spells via grinding enemies and let's face it, how many people aside from the die hard progression minded people are actually going to bother grinding to get their entire kit? Having your spells just given to you via quest negates the entire point of the class as well so that's not a viable workaround.
Lucille Wallace deserves a Matts Cap.
As am I and I love Blue Mage to /death/ from the single player titles in the series. However I can also just as easily see someone who is just leveling the class normally not wanting to put any extra time into finding all the skills needed for their kit. Especially when it's the only class that would require that. I can also easily see people queueing up for content with only their base skill set, wondering why they haven't gotten anything more substantial but not overly concerned by it. It's frankly a recipe for disaster, especially in a game like this where most content is by the book. Either you implement it like it was in ever other title in the series and cause massive issues with the people who /aren't/ familiar with it's set up or who aren't willing to track down every skill - or you design it like every other class in the game and cause it to frankly lose the very thing that makes Blue Mage unique. It's a no win situation.
If they did this, I would assume quests would send to instanced fight to get specific skills and instruct you to bunt around for more skills. Perhaps have a log to show what skills are missing.
Why is it that so many feel that Blue Mage would have so many similarities to it's FFXI predecessor? They broke the mold with Dark Knight, Ninja is not a Tank, Red Mage can do allot but it's not exactly what it was in FFXI, so why is it we would have to hunt down spells from beasts? It could be that Garlemald engineered a new job and have it's skills and resource be Ceruleum, be more magitek than beast themed.
Perhaps Thavniaran alchemy could be the source of a Blue Mages power. Hunt down the target, get a sample of blood and mix it to gain a new skill. Rinse repeat for following job quest, progressively hunting more powerful marks to gain more fantastic abilities, each enemy revealing a bit of story as to why this certain monsters attributes are ideal for the base of a new skill.
If i can come up with half plausible variants of Blue Mage, i'm sure SE already has an idea of how to implement a far more fleshed out story/ play experience.
Dark knight being a tank isn't really that big of a change. Even when designed for damage output they were still tanky with high VIT and heavy armor. When not utilizing job skills to optimize damage DRK in FFXI was actually only second to PLD in regards to base defense due to armor available and VIT. Ninja in FFXI was actually designed initially as a damage dealing job. Players chose to use it as a tank after discovering how useful utsusemi was. Hence why NIN doesn't have that spell now most likely.
Don't rule Blue Mage out just yet, it is still very possible for it to happen. Blue Mage doesn't have to have all Blue Magic only, just look at Red Mage with its fencing attacks. Also as far as learning Blue Magic: easily scripted into quests to learn new abilities.
Let us also not forget the subtle hint that Blue Mage is not forgotten: The Red Mage Minion's tooltip :)
P.S. I expect when we do get Blue Mage it will be a DPS job.
I'm just curious... what game(s) is/are people playing where Blue Mage is awesome or useful? As far as I can recall the best Blue Mage was probably Quistis because of Degenerator and Shockwave Pulsar. Every other game the Blue Mage may seem interesting in theory but is generally not worth the hassle.
Quistis used Blue Magic as a Limit Break. That hardly constitutes a case here since you'd have to stay near death and hope for it to proc during her next turn or spam pass while no one else is ready to force a proc. Besides, what makes you think Blue Magic needs to be anything? FF games are easy enough that anything can be viable. Your opinion is noted but that is all it is: an opinion. Personally, Blue Mage is my favorite caster class in the series. FF5, FF7's Enemy Skill, Quina, and the Vampire job in Bravely Default were all good.
If you really want a viable Blue Magic spell in terms of use, then how about Mighty Guard. 'nuff said.
P.S. Blue Magic is a bit underwhelming in FF Explorers compared to other FF titles, but still not bad.
Uh.. I wasn't attacking anyone. I was asking a question. And sorry but general consensus is that the most efficient way to play FFVIII is either Aura everyone or have everyone had low HP because casting magic is a waste and LBs blow any other form of damage out of the water.
And I wasn't arguing viability. I was just saying that generally Blue Mages take a lot of effort for essentially what you can get in other jobs.
Yeah I know constant LBing in FF8 is good to do lol it's just the principle of the matter. Also the allure of the Blue Mage is its versatility. It has more variety available to it rather than a few things it specializes in, all the while not losing potency for it overall. Also much of what it has is actually unique, and sometimes better than what other jobs get. Examples: Mighty Guard, White Wind (when the rest of the party is low HP and the Blue Mage is not, also a combo with a proper healer as if the whole party is hurt the healer can heal the Blue Mage who can then White Wind the party. White Wind sucks in terms of usability in FF Explorers though, but it makes a good Crystal Surge proc spell lol), and Bravely Default Vampire gets spells like Firaja and Aeroja. Also Quina got Auto-Life in FF9, which outside of equipping that support ability with magic stones was the only way to grant the status in that game, also the only way to renew it once it activated.
Dark Knight was my main in FFXi (quit just before Abyssea). Like many i was taken aback when it was unveiled as a Tank for FFXIV. In time i adjusted to change and enjoy it much more. While i freely admit to being only a sub par Tank myself, i am very happy with how it was designed in FFXIV.
My point was that, what was done in FFXI need not be the standard for Blue Mage. The team need not shoe in some gameplay mechanic not suited for FFXIV from FFXI. The Blue Mage job as a whole is very popular to the series and if done well, any new system made for it could be well received.
They can always go outside of tradition with Blue Mage.
Let's use Dark Knight for example. It doesn't have the same HP sacrifice gimmick as any other Dark Knights in FF, it wasn't even fit to be a tank because of that ability but all of it is ignored for this version except the aesthetic and recurring skill names, and nobody bats an eye. People like it.
I can see them giving Blue Mage the similar treatment.
The core issue of BLU right now is the versatility that BLU offered in past games vs what will actually be in the game and I fear the latter will not be a good representation of the former.
To expand on what I mean, if we look already at the cross role skills, the choice is illusionary. No healer worth their salt will leave Esuna off their hotbar in the same way Tanks won't go without rampart. Translate that to the BLU and the job won't have that same versatility its known for. I can already foresee a lot of "They put that skill in but not the other." and "How come there's not more skills we can pick from BLU". There maybe some iconic monster skills that may make the cut but at the end of the day, the job will see more shackles in terms of what it can do because of the role it will be given and the limits imposed so its not cast aside because of the ultimately "there's only one way" to play BLU.
I really want the job to come but I just can't help but feel it will clash with what makes it iconic: versatility.
To be fair, most of all the Blue Magic we've seen in other games was attack magic anyway. Red Mage managed to condense its essence into 1 job so I don't see why Blue Mage cannot. Unless SE changes the names or entirety of limit breaks Mighty Guard is out so give Blue Mage White Wind and a buff and make the rest attacks.
I still feel Blue Mage could be a good concept for a vengeance based tank.
Uh... What? You do realize that's just how Blue Mage is, right? You're suppose to have a myriad of abilities even if they don't fit the situation just like it has been in every single game it's been in. That's what makes the job fun, and no, I don't know what time period you played FFXI in but BLU has plenty of abilities and builds to where you could be a melee user, a spellcaster, or even a hybrid of sorts.
Everyones all up for blue mages and i'm just here waiting for a mage who uses darkness as an element. =\
Gimme a witch or something SE!
And in a game where the jobs have hard-defined roles, that will never work in XIV, hence why Yoshi has openly stated that it will never exist in the game.
If Blue Mage were to ever be implemented in the game, it would have to be forced into being either a tank, a melee DPS, or a caster DPS (slim chance of it being a healer). It would also have to learn spells the same way as every other job does due to how unrealistic it would be in a proper MMORPG (XI was anything but) to learn spells the way it did in XI.
Black Mage is still the "dark caster", with necromancers being considered as Black Mages on steroids. Fun lore for it too.
Still no actual Darkness magic though, just generic fantasy mage with sinister clothes and being the victim of close minded white magic users being essentially racist.
Saying a black mage fits the bill of say, a witch, is like saying a summoner fits the bill of blue mage because they can use some abilities based off "summon" enemies.
As you say, no mages truly access magic derived specifically from darkness/ Void. However Dark Knights do bring Voidal magics to bear in combat. Unfortunately more detailed information is yet to be released (something i hope is remedied in 5.0 Dark Knight job story line).
Below are some abilities and skills as described in the Encyclopedia Erozea. Some names and skills have different names.
Dark Knight - Dark Arts [ref: 239]
Fueled by the darkness from within ,the dark knight employs these techniques to lend an arcane edge to the blows of her greatsword. Though known for their disdain for shields, the fighting style of the earliest dark knights was nevertheless built upon mundane swordplay, and it was not until several centuries later that one of their order first unlocked the secrets of the dark arts.
Dark Knight - Darkness [ref: 239]
Arising from the fear and wrath within the dark knight’s own soul, this shadowy flame feeds greedily on her body’s aether, its Stygian fires coursing through her blade and fueling her eldritch arts. But as ever, such power comes with a price: should the dark knight lose control over this darkness, she will be consumed in a backlash of entropic energies.
Dark Force
By infusing a vast well of aether with her own inner darkness, the dark knight forms arcane barriers of impregnable midnight. The sight of liquid shadow pouring from a sky torn open by this otherwise benevolent technique is commonly described as “unsettling”.
Unleash
Releasing his pain and rage upon nearby foes, the dark knight manifests an inky black circle of spikes on the ground around him. All those caught in its thorns are struck by unreasoning terror, and an irresistible need to claw away at its source.
Living Dead
This dark art allows the practitioner to continue fighting through the most heinous of injuries, and exhibit an immunity to pain usually attributed to the shambling undead. Though undeniably effective, abandoning one’s corporeal form to negative energy in this manner, however briefly, is an act fraught with mortal peril.
What do you have them actually do though? There's VERY few notable monsters in FFXIV itself, and of those even fewer have notable attacks, and of those I can't think of any that don't just apply a status effect. Should the intention to just add a bunch of new mobs that are apparently renowned for something that we've just never paid attention to before? It could work, but honestly the idea doesn't really excite me.
That was one of the easier things to figure out with the concept I made for Blue Mage in my sig (#shamelessplug), but mostly because inspirations for the skills came mainly from the two FFTA games.
As for that DRK analogy, the "HP sacrifice gimmick" is actually there, just in the form of taking damage as a tank rather than the traditional method of the past. It also had a salty reception because it wasn't like it was in past games (much like Samurai), but was quickly forgiven by players embracing their inner edgelord.
I want a third long range physical DPS, the way won't be MCH and BRD anymore.
And once Blue Mages get an ability from a primal after Garuda, summoners will drill Yoshie a new butthole with burning pitchforks. Nah, let's not kill the game please. I am very much fond of it.
It is an interesting concept. There is just one problem. Beside that one debuff it doesn't really provide any unique gameplay. Yoshie is really allergic to jobs that play the same way, and after looking at wow now, I am very glad for that.
I doubt the game will die because of that. Summoners have been complaining about everything about their job (including me) yet the game is still alive and going lol
It's just an idea that'll never happen anyway.
Dreadwyrm Trance is great and all but in my opinion it doesn't fit Summoner.