It'll be just as hard if not harder than doing it on normal jobs, especially with no echo, and I suspect the overlap between people who like to do blu mage and people who like to do savage isn't particularly wide, at least if my blu pfs have been anything to go by
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"


I going to disagree. Level cap and no echo is a thing sure, yet we can have perfect gear if we want (130/270) for all the turns and that's a big help. I don't think is going to be easy, still, a full BLUE team will have more flexibility than a regular composition. I'm also guessing that part of the idea is to attract people that weren't interesting in BLUE before. I personally looking forward to watching streams of raiders doing this since planning around what skills each player should have and trying a different approach after X wipes sounds fun.
Last edited by Driavna; 12-10-2019 at 09:26 PM.
Theres already an optimal list of skills built for dealing maximum damage on new blue mage, so the only difference is 2 poor souls will be stuck tanking and 2 people will deviate from the dps build slightly to healI going to disagree. Level cap and no echo is a thing sure, yet we can have perfect gear if we want (130/270) for all the turns and that's a big help. I don't think is going to be easy, still, a full BLUE team will have more flexibility than a regular composition. I'm also guessing that part of the idea is to attract people that weren't interesting in BLUE before. I personally forward to watching streams of raiders doing this since planning around what skills each player should have and trying different approach sounds fun.
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"


Pity everything has been already figured out then. But still, what's the problem?
The difference is stuff like bahamut and alex prime savage will still be super hard, the new skills added increase overall dps a bit, but overall the class is much the same, and clearing bahamut on all blus last patch was a seriously hard undertaking, more dps and a weak aoe shield isn't going to make up for the fact its mechanically very hard, and much harder to do generally without the full healer and tank kits. (Blu tanks do almost no damage, so need to be made up for by final sting and the dps). Just look at the all tank A12s I posted last page, which used strong echo and still barely made it.
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"


You have a valid concern and is stuff SE need to look over if turn out to be an impossible task instead of something challenging but fun (so far SE has fail with the fun part behind BLUE). Besides that, I still consider the idea of putting one mount behind something optional like this good.The difference is stuff like bahamut and alex prime savage will still be super hard, the new skills added increase overall dps a bit, but overall the class is much the same, and clearing bahamut on all blus last patch was a seriously hard undertaking, more dps and a weak aoe shield isn't going to make up for the fact its mechanically very hard, and much harder to do generally without the full healer and tank kits. (Blu tanks do almost no damage, so need to be made up for by final sting and the dps). Just look at the all tank A12s I posted last page, which used strong echo and still barely made it.
IMO FFXIV could use more achievements that encourage to approach boss encounters/dungeons differently like others game do.
Last edited by Driavna; 12-10-2019 at 09:48 PM.

Mind if I could get a link to that spellset? Been looking for something like that.

I hate to be "that" guy, but I think a solution to the pollution would be to let BLU be both a solo content job AND a regular job. I'll elaborate.
BLU should have a kit like regular jobs that can be used with current content. It'll be a diet Pepsi version of BLU, but it would please the player base that wish to use it and main it in relevant and current content. As many have pointed out already, it would be no different than the watered down versions of RDM's, DRK's, and SMN's that in many ways are current examples of traditional Final Fantasy jobs modified for the gameplay style of XIV. I honestly think half the isle of the BLU isle will be content with this.
On the opposite spectrum, BLU will also still be able to do what it's current iteration does. Meaning, you can still do the BLU roulettes, still learn spells, still do what you're doing now. Mostly, it'll be content that can only be accessed with Blue Mage. And it would work and function in much the same way it does now. And I don't think it'll upset anyone that BLU would have job specific content as opposed to the other jobs (which don't).
Providing BOTH ways to play BLU would make everyone happy and take away the sore spot this subject has caused. At which point, Square Enix or Yoshi-P would simply just have to figure out or provide the resources to make it happen. This way, all the BLU purists will still get the experience of hunting down spells and learning them and being crazy powerful. But also, have PvE version of the job so that those wanting to main BLU can.
That's my 2 gil on the subject.

I think the idea of BLU being converted into an unlimited job whilst still getting 'limited' content & progression is a solid one. Perhaps another approach could be akin to what we tend to get when new jobs are released for expansions: that is, they start at twenty levels below the current cap. BLU, on other hand, could be a limited job until 50, after which time it becomes unlimited and can be used in DF et al. In addition to hitting 50, players will also need to have acquired ALL the available BLU spells, but all of these will be available through open-world enemies, squadron dungeons, BLU story quests, and other soloable content. Past 50, BLU will continue to acquire new spells through story quests and Masked Carnivale, and may be locked out of DF if they don't have the expected spells for the level of content they're tackling. BLU will be able to pick spells for all the content they can do right now, outside of DF, but they will run with a preset, the same way all other jobs do, in synced content.I hate to be "that" guy, but I think a solution to the pollution would be to let BLU be both a solo content job AND a regular job. I'll elaborate.
BLU should have a kit like regular jobs that can be used with current content. It'll be a diet Pepsi version of BLU, but it would please the player base that wish to use it and main it in relevant and current content. As many have pointed out already, it would be no different than the watered down versions of RDM's, DRK's, and SMN's that in many ways are current examples of traditional Final Fantasy jobs modified for the gameplay style of XIV. I honestly think half the isle of the BLU isle will be content with this.
On the opposite spectrum, BLU will also still be able to do what it's current iteration does. Meaning, you can still do the BLU roulettes, still learn spells, still do what you're doing now. Mostly, it'll be content that can only be accessed with Blue Mage. And it would work and function in much the same way it does now. And I don't think it'll upset anyone that BLU would have job specific content as opposed to the other jobs (which don't).
Providing BOTH ways to play BLU would make everyone happy and take away the sore spot this subject has caused. At which point, Square Enix or Yoshi-P would simply just have to figure out or provide the resources to make it happen. This way, all the BLU purists will still get the experience of hunting down spells and learning them and being crazy powerful. But also, have PvE version of the job so that those wanting to main BLU can.
That's my 2 gil on the subject.
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