
Originally Posted by
Deceptus
And it wouldn't be hard to get a good spell baseline. They've already got the structure, they just need to add more spells to the learn requirement.
Lvl 10 quest: Learn Blood Drain, Ice Spikes, Bomb Toss, Toad Oil, Sticky Tongue
Lvl 20 quest: Learn Bristle, Final Sting, Acorn Bomb, Self Destruct, Mind Blast (your first AoE)
Lvl 30 quest: Learn Bad Breath, Flying Sardine, Faze, 1000 needles
Lvl 40 quest: Learn Peculiar Light
Lvl 50 quest: Learn Drill Cannons, Glower
There. You now have a decent ability base that can do any dungeon. The only dungeon required is Aurum Vale, and Tam Tara for your first AoE.
This completely negates the argument, "They can't be relied on to know spell X, Y, Z". You force it. If you want to participate in the Masked Carnivale, you learn those spells at a minimum.
What about all the invulnerabilities mobs have? Easily fixable as well. BLU spells are similar to a copy of the mob spell. Just allow the debuff to stick but not do anything. BLU Petrify adds the debuff but doesn't petrify the mobs. You can play with however long the debuff lasts for balancing. If it were me, it's be similar to a buff like Slash Resistance down where it sticks on the mob for a while. That would also help BLU's lowered damage.
Imagine actually having use of Petrify and four or so casts of Drill Cannons. Would that make BLU OP? Yes. Wasn't that the point?