I want a gold ucob cane on for my BLU that would be dope.
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I want a gold ucob cane on for my BLU that would be dope.
I wonder what they are going to allow or not allow regarding Blue Mage at 70. They technically would also be able access BA wouldn't they? That would be interesting.
they won't be able to do ultimate and BA just no way.
Ultimates maybe since you can make a pre-formed group to do content (though it's hard to know if they'd be able to clear or not... I never do ultimates so I can't speak to that end)
BA is probably a no considering you have to go into Eureka to do it, and Eureka is instanced content you're not entering with a preformed group of entirely blue mages. The instances can hold hundreds of players, so more than you'd be able to make in a PF situation and queue in. And it's likely that similar to PvP, you'll be locked out of changing jobs to blue mage one in Eureka.
So, IF they let BLU queue through the raid finder, which I find unlikely, then the only Ultimate it would feasibly be able to beat would be UCOB. UWU requires the use of Limit Breaks, which BLU does not have access to. Not only the Caster LB3, but tank, healer and melee as well. So unless they grant BLU access to those via aetherial mimicry or something, UWU will be impossible regardless of how well they do the fight before the LB section.
56 Blue Mages doing Baldesion Arsenal sounds wild.
given that they didn't let BLU do squadrons and potd because they thought it might trivialise achievements/ completetion, I very much doubt they'd allow ultimates under the same reasoning, not to mention the fact that UwU would be impossible without limit breaks.
I'd love to be able to take BLU into Eureka. Joined together with Red and create a Eurekean Purple Mage duo? Then we'll possibly need to update those ancient murals and their depictions of PLD, WHM, and a legion of RDMs.
While the not so secret dark child like salt mine side of myself hopes blue mage burns until it's reborn (or at least secretly pray that they're going to make it limited and normal, then I'd be sure to like one side of it even if I have an incredibly hard time finding value in their PF-exclusive vision of the limited content), I have to imagine simply allowing blue into Eureka would add substantial life to the job (and add a lot of potential reasons for the elemental wheel that they only partially use).
I wonder if Blue Mages will be able to solo lv 70 maps. That would be a nice activity to go for...
They didn't allow it into PotD another area that would be a great play house for Blu, so I have little hope they would.
Honestly just let Blu do everything not in current expansion there is no harm in it at this stage, it has to preform parties to enter content so Df is safe from pure water cannon Blus anyway, letting it tackle more stuff doesn't hurt except for the 3 weapon designs(which is probably why it can't enter PotD and eventually not allowed HoH as well) that comes with Deep Dungeons.
All sounds fun but think at the very least they should lock it via a "Have cleared it once" before allowing Blu to enter them, seems only fair.
Nope, this is because alone in an instance the learn rate is chance based. So I highly doubt it, considering when they have buffed the learn rate to 100% if you're in a synced group or any composition. I mean you can solo it, but why would you? It'll take you 30mins or more and it is far more faster with a group of people rather than going alone. Again the befenits of going as a group outweighs going in alone.
I'll do one better, they make a Job Gauge for them like they did with BLM (Elemental Gauge), RDM (Balance Gauge) and SMN (Trance Gauge). Making Atherial Mimicry Act like a tank stance gauge like PLD (Oath gauge), WAR (Beast Gauge), DRK (Darkside Gauge) and GNB (Powder gauge). While the other gauge can be something new for casters acting like a mini LB gauge just like FF8 Limit Break System, where the more power they store the powerful the spell can be with 5 different sections of the gauge. For example if they are in DPS aetherial mimicry, the primal OGCD spell gets buffed to hit 750 when the gauge is at Level 5 while at Level 1 it only deals the normal damage or weaker. If Tank aetherial mimicry, Cactgaurd mitigation goes from 15% at Level 1 to 75% at Level 5 forcing them to save the gauge for tank buster mitigation than DPS damage. As for Healer it can be like a mini LB at level 5 where White Wind at level 1 deal a weak potency like Medica and then at Level 5 It can act as Medica 2 with the properties of an esunaga just not HP regen.
I wouldn't say these new abilities would or can be LB as LB costs no MP, Diamondback was meant to be a pseudo LB only it applies to one person, and it costs MP. Plus it is one the only few useful mitigation skills for a Tank Blue Mage. Again reworking a mechanic just for Blue Mage is a no go, especially when normal jobs can redo these instances. They didn’t do it for the past raids or dungeons, so it is better to assume the mechanics won’t change to fit an all Blue Mage party composition ever.
Here is the thing… There are solo ranking boards for Deep Dungeon, considering Blue Mage is a Limited Job as it stands they cannot participate and they only mention improving Blue Mage and not Limited Job. If they mention Limited Job they would have shown that Limited Job will now allow its jobs to participate in Deep Dungeon. Honestly it is better off making it into a normal job and letting it run freely in the game since now we are slowly letting it play in Stormblood content and we are very close to the cap.
It does, but you have to do it early and it isn’t reliable.
That you are right, they don’t need to change the mechanics. Like with Bahamut and Alexander since Alexander isn’t suited for an all Blue Mage party composition, rather it’s doable but difficult. It won’t happen ever, because the normal jobs can still redo these old content and if it was adjusted specifically for Blue Mage, then it may not work for a normal party composition and it’ll just break the duty to be played again normally.
This is more moving towards making Blue Mage normal, however I’ll hold my judgement for that in 5.4 after I fully finish participating in everything Blue Mage 5.4 has to offer. As it stands it is slowly moving towards being a normal job participating in group content.
Do not take it as me saying I don’t want Blue Mage to participate in these content. However what I am saying is that at this point you may as well make it a normal job since you are slowly letting it access normal content.
I can see one of the new abilities being learning limit break and it could change depending on your atherial mimicry.
But I wonder how you'd define the difference of DPS role types.
Personally I think BLU in ultimate would remove some of the challenge. I would be excited to try it but I would understand if they disallowed it.
BLU is strong enough you can skip Nael Divebombs entirely. Abilities like Diamondback utterly trivialize a good chunk of the mechanics too. Case in point, the first two Trios have a Megaflare stack. Just Diamondback and completely ignore it. Allowing BLU into UCoB defeats the whole reason they didn't let you unsync it. Furthermore, if they gave it a weapon, DNC and GNB have every right to be pissed since they didn't get one.
I won't call it impossible to do UWU, the new blu spells for 70 might just be powerful enough. I'll never say that something "can't" be done, players pull off the impossible in this game with shocking regularity. I won't expect UWU... but I will gladly watch the race to be the first all blu UCOB run... and if there isn't a glorious staff waiting for them, I'll be upset with them at it.
Sollution for that is, of course, to also make DNC and GNB ones.
8 BLU won't be able to skip Divebombs simply because of how little DPS the MT Blu does, at least based on the Alexander Raid's numbers for full BLU parties. That's a huge chunk of DPS gone, and it takes an extraordinary amount of DPS to beat out Divebombs. Some groups require Melee LB3 to do it, so not having that as an option means that it's safe to say that it won't be skippable.
In addition, Diamondback might be usable to deal with Megaflare stacks/Earthshaker/Tornados, but it does have that issue of not being able to move or attack for 10 seconds, which is 10 seconds of DPS downtime by the time you want to use it. That factor makes it unusable on the 2nd Trio because you'd need to use it while inside the towers/stacked for Megaflare, which means Nael will toss her Bleed AoEs at people who can't move. As the bleed ticks for 100k, anyone who Diamondbacks there will not survive.
As a matter of fact, Diamondback by anyone but the tank in Twin, by anyone in Nael, and during any of the trios will likely cause the user to wipe the raid or get themselves killed. In a fight where movement is always happening, not being able to move for 10 seconds is a death sentence. Not to mention that failing most of the mechanics that don't outright kill you gives a 50% damage down to the person or the group (IIRC it's 50%), BLU is going to need to receive some very strong spells in the next update in order to make taking 8 BLU an easier UCOB clear than a standard comp.
This is also without going into the fact that tank BLU is still extremely Squishy. You can only sacrifice so much damage to Diamondback through things before you start to deal with things you wouldn't otherwise need to, such as the 2nd Twister before Twin's 74% transition, which is something that is trivial to do in a more standard comp.
It's not about power, it's about arbitrary mechanical checks. It's not that the Heal LB3 can cleanse the otherwise uncleansable 'Doom', rather the 'Doom' debuff has a condition where it is removed only by the Heal LB3, so in order for another spell to work on it, they would need to change the coding of the mechanic... which they most likely won't.
Other posters pointing to places where BLU could feasibly learn LB have the right idea, to which I add they could just add Totems like for other spells.
EDIT: BLUCOB remains a possibility depending on whether or not they let BLU use the Raid Finder. I'd love to see it, but I feel they'd have to make UWU possible for BLU in some form if they allow it into UCOB as well.
No, it doesn't. You CAN push Nael to 10% before she jumps. In fact, looking at my clear group a couple months back, she was at 9% when the first dragons dove. That's with no potions, by the way. UCoB DPS checks are comically low nowadays because they didn't balance properly. While yes, tank Blue Mages typically deal pretty low DPS, it's mitigated by the fact healer Blue Mages are essentially DPS without the crit bonus. With potions, you could absolutely push Nael unless she's coded to "Holmgang" in like Brute Justice and Gavel.
Admittedly, I stand corrected in regards to Blackfire. I thought you could cancel out of Diamondback. That being said, it still utterly negates Quick March and also an easy cheese through Heavensfall if someone dies or messes up a tower. You can time it to negate Grand Octet too though people tend to tank LB3 that anywho. As for the downtime. Once again, it literally won't make a lick of difference. You could have the entire party die, raise everyone and still meet Bahmut's DPS check. Now obviously if you're collecting the damage down from Heavensfall cheesing and dying left and right, it'll eventually catch up to you. But Blue Mage has way more power than your standard DPS. Which bodes another problem. Blue Mage instantly becomes the better DPS choice than any current DPS. And it's arguably the better healer. So your standard comp just became significantly easier.
Considering they couldn't be bothered to make new Primal weapons for them. I doubt they would make Ultimate ones now.
9% is rather big. You need to deal that before she gets that Ravensbeak out, or else the skip becomes impossible. If Synced 60 SMN is a viable comparison, then BLU would be around SMN's general level without new spells (it does around 3k DPS on its own at 60, per my own experience). In order for BLU to get the skip, the 4 DPS BLU would need to do around 6.5-7k DPS each to make up for the tank's lower DPS. That's something only the best players are going to be able to do, assuming new spells make it possible.
As for Heavensfall, it won't be possible without doing the mechanic correctly anyway. Tank LB3 barely allows people to survive 2 towers, and even then mispositioning during the knockback means you take more damage than you would otherwise, making more than 1 impossible to survive. That said, you'd need to do that on reaction. Doing it on reaction has the same issue with Blackfire: Nael dropping a puddle on random players. That begins within 10 seconds of the towers going off.
As for Grand Octet, can't be done there either, unfortunately. Can't do it during baits for obvious reasons, and can't do it before towers because a few of those blowing up will kill everyone regardless of Diamondback, but doing it after you reach towers means 4 people take Twisters. 4 BLU would have to do the full thing for real due to no LB cheese.
For the full BLU comp, I'd say its strongest points are Adds and Golden because of how insane Final Sting is. Adds because of Pheonix, and Golden because Final Sting-ing to kill Golden has no consequence.
That is a good point, though. BLU, if allowed, will likely become the best 4th slot (I don't know if the % bonus applies to BLU as a caster or not at all. If it does apply as caster, then 2 slots). If current numbers are anything to go off of, then it'll easily replace the weaker UCOB jobs, with the only requirement being the Spell Grind.
They would, yes. Twister is instant kill to whoever touches it regardless of mitigation (not even immunities can block it) and it deals a ton of damage + knockback to anyone in the aoe it generates. So Diamondbacking Octet's megaflare stack & towers would kill 50% of the party since towers + megaflare + twisters all go out within a 1s window of each other. Diamondback would likely negate the knockback everyone that wasn't the one who triggered the twister would suffer from though. Octet would have to be played legit in 8 man blucob.
That being said, the Twisters during Quickmarch happen long before the megaflare/earthshakers/tempest wings, so you wouldn't try and diamondback that section, you'd dodge the combined divebomb, and then everyone pops diamondback during the 2nd part of Quickmarch. That also being said, the earthshakers would still have to be spread out, since with the earthen debuff they do 300k (would be 30k with diamondback) which will insta-kill everyone even through diamondback if you stacked all three of them (60k damage total; this also assumes they can even be mitigated and its not just a flat '300k' true damage). Quickmarch wouldn't be entirely trivialized, but megaflare & tempest wing part of it would be.
Yeah quickmarch itself isn't a really big wall, there's still mechanics like blackfire, heavensfall trio and tenstrike trio that you can't really cheese with diamondback. Grand octet might even be harder as blu since you can't cheese the megaflare stacks with tank LB if they don't give a Tank LB for BLU.
Not sure if you can even diamond back cheese fellruin trio.
This is precisely why I think they won't let you do ultimates. It would trivialize some achievements for people.
The thing is UCoB and UwU are still current content for many that are currently attempting it. Ultimates are always supposed to be relevant. If just out of the blue (I'm sorry), BLU started to become a way to clear those fights, it would take the wind out of those players. The people that want to do BLU raids are fewer than people who do savage raids, let alone ultimates. There's little reason to push for BLU ultimates. Given how most people loathe going in ultimates after they have finally cleared it, making them go again for an achievement or mount would not fare well. The people that even attempted Alex BLU did it mostly to relive Alex raids again for nostalgia. Nostalgia that doesn't exist with current ultimates.
Hopefully they stick with just Omega raids at maximum and keep it there. Even then the participation will be similar or lower to Alex raids.
This also excludes the fact that BLU tanking and healing is unfun and that half your party is going to hate having to be there in the first place. Hopefully they address this too, but I'd be surprised since they did not for the last BLU update.
I can see Bahamut doable with blue, but unless if SE either gave the job LB or something similar, or make the adds in it one shot (which is unlikely for the last one), I don't see how they'd get past the LB phase in UwU, if they are able to do Ultimate.
I want BLU to be able to join Eureka and BA.
It would help to keep this old content active and makes it easier to farm the relics.
Also, I guess with BLUs you could clear BA with less then 12 player.
Just a few examples of what level 70 LB spells could look like:
Ame-no-Murakumo
Learned from: Susano (Pool of Tribute) / Gilgamesh (Kugane Ohashi)
Cost: 1 LB Segment
Cast: 4s
Recast: 240s (Shares a recast with various other spells (all LB spells))
Effect: Executes a single target attack with a potency of 3000. (physical damage)
Trine
Learned from: Kefka (Sigmascape V4.0) / GoGo (Masked Carnivale, stage 40)
Cost: 1 LB Segment
Cast: 4s
Recast: 240s (Shares a recast with various other spells (all LB spells))
Effect: Delivers an area of effect attack with a potency of 2000. (astral magical damage)
Atomic Ray
Learned from: Omega (Alphascape V3.0)
Cost: 1 LB Segment
Cast: 4s
Recast: 240s (Shares a recast with various other spells (all LB spells))
Effect: Delivers a line area of effect attack with a potency of 2000. (umbral magical damage)
The One Dragon
Learned from: Yiazmat (Ridorana Lighthouse)
Cost: 2 LB segments
Cast: 1.5s
Recast: 360s (Shares a recast with various other spells (all LB spells))
Effect: Reduces damage taken by all party members by 50% for a period of 10 seconds. Range: 10 yalms
Eternal Flame
Learned from: Suzaku (Hell's Kier)
Cost: 2 LB segments
Cast: 2.4s
Recast: 360s (Shares a recast with various other spells (all LB spells))
Effect: Restores 50% HP and MP of all nearby party members. Revives any KO'd allies. Range: 10 yalms
These LB spells wouldn't consume the entire LB when used, instead they'd only consume their segment cost, retaining the remaining gauge.
Here, the Tank and Healer LB's can compete with conventional Tank/Healer LB3's, and it only takes 2 segments instead of 3 due to a party full of BLU's inevitably resulting in slower limit gauge generation.
The DPS limit breaks are a little more powerful than conventional LB1's, however the LB segment retention allows up to three people to use these DPS LB's at once, the total damage of which would equate to roughly a conventional LB3.
This could allow BLU's to partake in Ultimate's. (just give Eternal Flame the same 'flag' that conventional healer LB3 has to clear doom) However with unique rewards attached and not acquiring the conventional weapons and titles from playing with regular jobs.
Personally I think the precedent is against the notion of the devs allow BLUs anywhere near Eureka (despite it making sense) and maybe Ultimates and is certainly against them adding new weapons just for BLU from those content and would be pleasantly surprised when either happens.
Which is to say that I'm keeping expectations low