I feel like they should just take Blue Mage from FFXI and work around that as the foundation change what ever they need to, to make it work in FFXIV.As for all of the talk in this thread on how they'd implement BLU without a Learning ability, they could pretty easily do it.. We just probably wouldn't like it.
Learning could be classified as a General ability so everyone has access to it, even without unlocking BLU. Pop the skill for a temp buff, making it so that when the monster dies, there's a chance of some kind of monster essence loot--mechanically, this would be the same as Rogue's Mug ability. Each job quest to advance BLU would require you to turn in a set of essences, especially to even unlock the job, guaranteeing a functional set of basic abilities.
If they wanted to go an extra step to make sure you can't have an underskilled BLU in harder content, they could probably make each job quest a level cap unlock as well.
What I wouldn't like is how, given a list of recurring blue magic in the series, some of these abilities would require farming bosses in dungeons and raids. And the devs have been trying hard to keep older content relevant...
So you guys are ok with a butchered version of BLU so long as it makes it in?
We learn abilities three ways in this game: Innately after a certain level is reached; partaking in a class quest that upon completion, grants ONE additional ability; and through cross class assuming the ability has been learned from the respective class. So with BLU, you're either willing to accept this kind of progression for the class, or you are asking that this system change to fit BLU in to accommodate the lore surrounding the job.
Make no mistake, adding BLU to this game under the current system will be a totally different class with a 'blue mage' tag. Much like the afore mentioned SMN.
Could always just have quests unlock ability slots and have us learn from mobs.
He didn't actually say that. He said he wants to put it in but won't until he can find a way to make it work for FF14. Specifically he meant gameplay wise, because he didn't want blue mages who didn't have specific skills to be locked from content because noone would want them like in FF11. Lore had nothing to do with anything he said.
The only class he did say he had no plans to add, and didn't even think about was puppetmaster.
Sounds simple enough, right? But it is an entirely different blueprint for class progression in this game. When you boil things down, every class progresses the same way. They all gain abilities at certain levels, bread n butter abilities are gained via class related quests at certain levels. And other classes are leveled to cross applicable abilities into the toolkit.
If classes had individual progression, BLU would fit right in. But everything is wrapped up in a nice little bow, so we either change everything we know about BLU, or change the game to accommodate one class. Which do you think will happen? So when you mention something like ability slots, no class currently uses this. You have to think in terms of how to fit in BLU using the current engine, because that's what the devs are thinking.
BLU under the current engine would learn abilities naturally after hitting a certain level. These wouldn't be monster learned attacks but rather abilities that shape the job into which ever role it is assigned be it tank, healer, or DPS. This would leave its unique, monster learning abilities as specific class quests that will once again be restricted to the role it is intended to be played, and you only get one per quest.
That is not to say that they cannot do something with this that satiates BLU supporters and lovers. I actually think it would be really cool if BLU learned things just like everyone else, and those class specific abilities has you face off against a boss monster to absorb it's signature attack/buff/debuff/heal. White Wind, Bad Breath, All-Guard... You wouldn't get a large list of mob abilities to use, but the ones you do get seriously go a long ways in fulfilling whatever your role is in a group. Add awesome AF and done!
Easy solution would be something I proposed a while ago, make each job quest give you 3+ options for monsters to train on. Then just have the job master (or an assistant) who's able to change the abilities @ 70 without needing to do all the job quests you didn't do. That way BLU feels customizable, has the whole "train off fighting monsters" thing, and you're not locked into your choices leveling up. It's not a perfect solution, but it's an example of how XIV could handle it without making BLU too rigid.Sounds simple enough, right? But it is an entirely different blueprint for class progression in this game. When you boil things down, every class progresses the same way. They all gain abilities at certain levels, bread n butter abilities are gained via class related quests at certain levels. And other classes are leveled to cross applicable abilities into the toolkit.
Also tbh I'm not a huge fan of BLU but if they needed to rework Geomancer to fit it in, I'd be happy. :^P
Problem with learning outside of wuests is the almost 100% chance there will br players in your dungeon/raid who will be like "lol i didnt learn that one yet" and then be totally worthless.
Problem with being customizable is there will be an optimal build and everything else will be crap. Look how "customizable" cross-class skills are, yet there are optimal choices. The best they could do is allow BLU to take on different role settings BLU-tank, BLU-dps, BLU-healer. Maybe different stances depending on which mob type's spells you use or something.
Just make it so:
1. BLU gets a Copycat/Latch ability at level 30 and to learn the basic BLU skills. With basic, I mean the skills that players would learn from their Class skill-line and not the Job one.
2. Keep Job skills for Job quests.
3. To learn the class skills, players need to learn it from random mobs, this will encourage players exploring the world to learn skills.
4. To help new BLU from dying, give them 3 basic skills to have that is unlocked by getting the job crystal.
This way BLU can be like the BLU that FF players are familiar and can still be a FFXIV version of it.
EDIT: If a BLU gets kicked from a dungeon, because they have not unlocked a certain skill, then this would be the same as a group kicking a tank for not learning provoke. Personaly, I think this will only encourage the BLU players to unlock them all and we all know how gamers love to catch them all.
He doesn't mind us conducting trials so close to his bazaar, so long as he's properly compensated... Yes, Portus, we pay him in sorcery-blasted bird flesh. - Cocobygo
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