Lol salty ppl, anyways no. BLU mage doesn't need to be where the main content is and I'm fine with that. Let Blue mage be a BLUE mage and not some boring regular job also blue mage doesn't have a standard rotation



Lol salty ppl, anyways no. BLU mage doesn't need to be where the main content is and I'm fine with that. Let Blue mage be a BLUE mage and not some boring regular job also blue mage doesn't have a standard rotation




Thank you for your support on unlimited Blue Mage. There's a lot I want to say on that matter, though none of it is written to be directed at anyone specific. I'll mostly be rambling on the various points I've seen brought up here and elsewhere.
I am someone who doesn't see unlimited Blue Mage as a particularly difficult task. A lot of its more "broken" aspects are already designed to not work in serious content. There are still a few spells that might need to be toned down, but SE has already done that with spells like Peculiar Light and Final Sting/Self-destruct spam. Did those adjustments ruin the look and feel of Blue Mage? No? I didn't think so.
I also don't see it as necessary to give Blue Mage all the required tools to proficiently fulfill the role of a DPS, tank, or healer. If SE wants to go the extra mile and strive for that, they can go right ahead, but Blue Mage as a DPS with a little tanking and healing flexibility on the side is also perfectly fine as a functional job. Making it possible for Blue Mage to participate in all content as its primary role is step number one in my book.
I also wouldn't say it's necessary to implement a system that checks what spells players have before permitting entry into a duty. Again, if SE wants to go the extra mile, they can go for it, but it's not a requirement for Blue Mage to become a full job. Might you run into a Blue Mage who's still only using Water Cannon? Sure, it can happen, just like you can find a Black Mage who really likes ice magic or a Summoner who thinks DoT spells are weak and useless. Players who take their job seriously will do so regardless of what job they are on. And there is already a pretty big disclaimer making it clear that Blue Mage doesn't advance like other jobs. Even if a player were to ignore all quest dialog, after the first ten levels, they should notice, "hey, I haven't gotten any new spells. What gives?" At which point, they should gain the incentive to do some actually research into the job they're playing.
What about its weapons that have no stats? That should be changed, honestly, but again, I won't ask for more than what needs to be done. SE won't want to implement new pre-level 60 weapons for Blue Mage. That's alright, but let's take what is there and treat it like the Aetheryte Earring with "attributes and stats vary according to current level when equipped." Then once Blue Mage finally arrives at the current max level, they can introduce a standardized weapon system like other jobs to encourage raid and high-end duty participation.
SE has a tendency to "take the long way around" when addressing issues. I would rather have them not do that when it isn't needed. The amount of work required to turn Blue Mage into a real job is only extensive if they make it so.
Last edited by Blueyes; 12-14-2019 at 07:03 AM.

I mean you wanna talk salty people, I see more actual salt from blue knights who get instantly offended if anyone dare critique blue mage sooooo yeah.
I'm not salty, I'm deissapointed in blue mage and the implementation of this limited job concept. They didn't win me over with it initially, and they failed again. Maybe it'll be like eureka where the 4th version, shb blue mage is when they finally impress everyone else who's let down but I doubt it.
A caster tank could be cool but I really don't think that SE is going to go too outside the box. That was the upside of the limited job system in the first place, it's side content but they can go all in with the blue mage quirks with that system.
Sadly I suspect any future tanks will all go into fending gear and all future healers into healing gear etc, I don't expect to get a system like WoW where half the tanks are actually leather armor instead of plate etc with mechanics to help them survive.
I wouldn't really call red mage a support caster though. It has more utility than black mage, but it's still very much dps focused. But a 'blue battle mage' could have been an interesting twist on blue mages as a tank. I also thought before red mage was announced it could also have been a fun tank with white magic for defense/self heals and black magic for generating enimity/attacking, but I also like what they did with red mage.
I can see both sides of the fence with BLU really. I like how blu gets to be full on blu with the current system, but also understand fans of the job wanted to MAIN the job and they can't with this system. And plenty of other jobs had overhauls. Red mage was tweaked to be a full on dps with some utility, not a real hybrid. Summoner. Dark knight losing its hp sacrificing to be more tanky. Even black mage if you think about it, being changed to cycle between ice/fire phases with lightning dots instead of choosing the element an enemy is weak to (if it has a weakness) and nuking it. It's not like BLU couldn't have been adjusted to fit into the mold too like other jobs have been, so while I'm fine with the current system I get why others aren't and why it didn't HAVE to be that way with BLU.
What's funny is...the caster role is the most varied out of every role/subrole in the game, at least in my opinion. All three of them being completely different from each other. Also BLU already has a standard rotation, but it's more like a priority system like SMN's. The only difference is there's really no gauge or sense of progression towards it, which to me is what made the unlimited jobs feel rewarding to play.
Honestly it'll be in good hands if it becomes an unlimited job.
You literally don't read anything, just stop posting lol. No one's salty, you're just not contributing anything because you're a sheep spouting useless sentences in a thread that has an ongoing discussion. You've already said this post twice before too, so unless you have something genuine to contribute after taking a moment to understand what anyone's even talking about here, please just stop lol.
I mean, I don't see why they can't make a casting tank with fending gear. Just need some sort've passive that converts a stat towards what they do as a whole I'm sure. I only call red mage a support since it seems to still be under in dps compared to the other two but offers both insta raises, heals, and a raid buff. Personally I hope they lean it more towards it becoming the NIN of casters, adding some form of debuff on the opponent or something similar to trick attack. Just more to help the overall party and be more welcomed in group compositions.
I'm also one of the people who wants DRK to get a complete overhaul personally but that's for another thread >3>;.... Even if not to particular main BLU, at least to be able to enjoy even later forms of content would've been nice. Fine if it can do roulettes but why not allow it into PoTD/HoH? Or be able to actually do later game beast tribes people haven't accomplished yet.... Idk; even if they wanted to keep with the limited job concept as it is, they could at least remove some of the restriction on it so you can do anything with it.
Last edited by Valic; 12-14-2019 at 07:53 AM.



I'm sorry you don't like blue mage the way it's implemented in XIV, I feel that way towards Dancer and Red mage. I love Dancer in XI as I main it but hate dancer here with a passion.
So yeah your just going to have to deal with it like how people deal with Summoner here since it's not ,....well a watery down From it's XI game



there is sense in progression with BLU, there the masked Carnival, getting spells, getting that malboro mount, leveling blue mage... So if that's not progressing, what is it?
You have to do savage content with an all BLU party to get that mount which sounds like a progression all in it's own
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