Dunno if it's ridiculous or not, but I did think of a possible way to implement blue mage. From my understanding it seems the biggest issue with the job is how learning spells and abilities wouldn't work well with the way the current system is, and also where would it fit in as a role due to the fact a true hybrid job wouldn't really work well. So here's my idea:
As for where the job would fit in it would be able to be all 3 roles in a manner of speaking. How this would be accomplished would a be a sort of role lock system, perhaps the soul crystal for blue mage is divided into 3 pieces, each piece representing a specific role: tank blu, dps blu, and healer blu.
How spells would work is there would be 3 classes of spells and each class of spells would only be usable by it's specific role: tank spells, dps spells, and healer spells. This would essentially lock spells out of being able to be used with roles outside their own role category, and prevent over inflation of actions necessary to the job overall, while still giving the job multitudes of diversity and adaptability (at least as far as being able to change roles outside of combat and instances)
As for how spells would be learned (from my understanding this is one of the bigger issues due to how abilities and spells are already handled) you would learn spells much in a similar way to how they are handled in other final fantasy titles, watch the move/spell activate with a chance to learn (albeit not nearly as bad as FFXI). Many people think this wouldn't be feasible due to how we already learn spells, however I would suggest that blu should take a different approach to this as well.
For class quests and leveling gains in general I would have blu learn spell boosting abilities and additional passive traits instead of acquiring new spells. This could give the job an even more unique method of playstyle as each ability could work differently based on the current role that the blu is locked into.
Now some of the issues with a system like this for blu are pretty obvious, like would you have to level each role or would it all be tied together, or how the job would play before learning spells, or even what weapon type they would use. Questions like those would likely have to be decided by SE and what direction they would want to take, however I think this method could possibly work well and could even devise a whole new expansion in which to include the job to fit in with the lore of said expansion (similar to how blu was in Treasures of Aht Urgan for FFXI).
Thoughts?

Now this is a odd idea but why not make a blue image like quina from ff9. You could have the PC eat the enemy to learn the Blue Mage spell. There are many tribes around the world that believe by eating a certain animal u gain their strength. Could be funny if the Culinary guild gave the job quest.
Super Saiyan God Mode.
Abilities?
Jp button Onry.
Defeat All content in one button.
Cooldown: 3 episode days.
XD JK I just had too.


Make it a mage tank. No, not a 'magic tank' like the Dark Knight, but a mage tank.Now this is a odd idea but why not make a blue image like quina from ff9. You could have the PC eat the enemy to learn the Blue Mage spell. There are many tribes around the world that believe by eating a certain animal u gain their strength. Could be funny if the Culinary guild gave the job quest.
Gets baseline abilities. Blue magic abilities would revolve around taking hits and slinging them back.
Ahk'morne!
Hypercondensed Plasma!
Death Sentence!
(I imagine that bosses still use a potency system, or a base potency can be added to the ability that scales depending on the damage you take.)
I can see the level 1 ability already.
Goblin Punch.
I have to admit, I'm not too fond of the idea of locking abilities out, even for an otherwise possibly somewhat OP hybrid. Largely that comes down to the meta, where provoke is about the only thing a job might degrade itself to a class for, for certain 8-man speedruns and any other damage lost is just absolute waste. The other part is simply that I wish we did in fact have a bit more hybridization, in the sense of jobs taken 'for the job', and less 'for the role'. I don't really see there being anything wrong with a BLU being able to take exactly which and how many of each ability role he wants. Our tanks and healers each spend about as many ability slots, or more, on dps than they do on their respective 'roles'. The only thing that shouldn't happen, in my opinion, is that there should be enough different abilities out there that a BLU tank could feasibly trade out his arsenal before a given fight to perfectly match incoming attacks above and beyond the capacity of other tanks or healers to do so, or be able to go for such an outlandishly powerful nuke (e.g. Self-destruct) that s/he can cheese certain dps-check mechanics. In the current state of game, hybrids just aren't quite powerful enough to warrant limiting the versatility aspect of a BLU. The issue, as almost always, lies within each separate role.Dunno if it's ridiculous or not, but I did think of a possible way to implement blue mage. From my understanding it seems the biggest issue with the job is how learning spells and abilities wouldn't work well with the way the current system is, and also where would it fit in as a role due to the fact a true hybrid job wouldn't really work well. So here's my idea:
As for where the job would fit in it would be able to be all 3 roles in a manner of speaking. How this would be accomplished would a be a sort of role lock system, perhaps the soul crystal for blue mage is divided into 3 pieces, each piece representing a specific role: tank blu, dps blu, and healer blu.
How spells would work is there would be 3 classes of spells and each class of spells would only be usable by it's specific role: tank spells, dps spells, and healer spells. This would essentially lock spells out of being able to be used with roles outside their own role category, and prevent over inflation of actions necessary to the job overall, while still giving the job multitudes of diversity and adaptability (at least as far as being able to change roles outside of combat and instances)
As for how spells would be learned (from my understanding this is one of the bigger issues due to how abilities and spells are already handled) you would learn spells much in a similar way to how they are handled in other final fantasy titles, watch the move/spell activate with a chance to learn (albeit not nearly as bad as FFXI). Many people think this wouldn't be feasible due to how we already learn spells, however I would suggest that blu should take a different approach to this as well.
For class quests and leveling gains in general I would have blu learn spell boosting abilities and additional passive traits instead of acquiring new spells. This could give the job an even more unique method of playstyle as each ability could work differently based on the current role that the blu is locked into.
Now some of the issues with a system like this for blu are pretty obvious, like would you have to level each role or would it all be tied together, or how the job would play before learning spells, or even what weapon type they would use. Questions like those would likely have to be decided by SE and what direction they would want to take, however I think this method could possibly work well and could even devise a whole new expansion in which to include the job to fit in with the lore of said expansion (similar to how blu was in Treasures of Aht Urgan for FFXI).
Thoughts?
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote



