at the very least it's pretty easy to get from the carnevale (since its a short fight after an almost instant first bit), and you can always back out or wall it in phase 3 if you dont get it
personally so far
Basic instinct: about fucking time this solo job was able to solo things
Rocket punch/peripheal synthesis: The lightheaded debuff just doesn't last long enough and gets resisted too quick. If an aoe drops you can forget about it.
Saintly beam: Fun fact- the glare and dia spells originally did what this spell does back in FF1. But they wanted light mage this expansion. Seems to be ok
Nightbloom: I've always thought that blu needed more impactful boss abilities in the vein of surpankha or shock strike. This is excellent, and an ult to boot. Now where's my yuna dance mortal revolution >>
masked carnival fight: I didn't have much trouble, but the second round's just unfair. The tornados obscure vision too much, their growing state gives a warning that might as well not exist its so short. The meteor seems to have fiddly timing. Finally it sucks you don't have a level 70 cane when you fight him.
no limit break still. This is getting annoying now
healing on blu, even without all the healing stuff (no strotram yet) is more fun than any of the current healers by a long shot. I actually have a rotation to do in down time, the mp requirements are just high enough i need to pay attention. One healing ogcd and blu healer will be the third best iteration of a healer I've played in ffxiv (behind 3.0 ast and whm)
log completion: we can solo most duties now. But we can't solo and complete the blu log. Can this be changed? Also on another note, I'm still failing to see any reward to completing the BLU log beyond allied seals.
Last edited by Recon1o6; 02-08-2021 at 10:27 PM.
It's kinda funny to me that BLU is almost more of a summoner than SMN with as many primal abilities are on their hotbars/loadouts (both amount and sheer variety)
The Blue Academy faculty managed to get World Second on clearing Omega Savage as Blue Mage: https://www.youtube.com/watch?v=BcEhogzLULM
Like to play Dungeons & Dragons? Learn to make your favorite FFXIV Job in 5e by visiting the Fun Characters Builds 5e blog.
BLU weapons are normalized. The only difference between the 60 and 70 weapons is the materia you can slot. The extra stats you get upgrading two materia to grade 6 aren't going to make or break the fight.
Agreed. I always felt that the devs really blew it with SMN back in HW. Painflare could have been Thundershock with a Ramuh animation, Tri-disaster could have been Acid Rain with a Levi animation, Ruin 3 could have been Ice Lance with a Shiva animation, etc. It would have added the classic summoner feel and also resolved the egi-glamour issue, all while having absolutely no effect on gameplay or balance. They had the perfect opportunity... and completely missed it.
there may be some hope for may's reveals on class changes (because there's always a shiny class skill showcase to try and sell each one for the expac), but i don't have my hopes up for much of anything at this point.
The new update has been pretty cool. I like the addition of Primal Roar to allow the job to actually solo, but it comes so late that it doesn’t exactly matter unless I were to make another character, oh well. With the addition of more spells, I’m more compelled to take spells like White Wind out of my DPS builds. As a healer main I’m thankful for this because it feels like other players are trusting me more to do my job and heal rather than being in fear of dying if they miss White Wind themselves. I would still very much like this job to be allowed in the main game, especially post level 70 where every roles kit feels fully fleshed out including a physical and ranged style DPS. I think I’m generally alright with the limited functionality UNDER level 70. I’m hoping that the fact that the only new Carnivale event was Gogo, that we will transition to a real job soon. Here’s hoping.
Best in slot at the moment for Blue Mage: https://www.youtube.com/watch?v=f-k9HltIwJ0
Spell Speed and Determination seems to be most consistent, but Crit and Determination can work.
Like to play Dungeons & Dragons? Learn to make your favorite FFXIV Job in 5e by visiting the Fun Characters Builds 5e blog.
So, the big BLU update has been around for a while. Thoughs.
I am enjoying StormBLUd a lot.
DPS BLU is probably my favorite DPS class in the game. Instead of traditional FFXIV rotations, we have a lot of different abilities with separate cooldowns. The new MF opener is really satisfying to pull off, Nightbloom, Matra Magic and Phantom Flurry actually feel like capstone skills. Cold Fog is great, it's like Riddle of Earth and Requiescat loved each other very much and decided to have a child. TWTT is a 3 GCD combo that feels satisfying to use. It's the most fun i have had playing a DPS job in FFXIV.
Heal BLU. You know what, it's actually the most fun i have had healing in FF XIV as well. Angel Snack is a great addition to the kit. White Wind snapshots is amazing when you do it consistently and hilarious at the same time, when it misses on person and you try to panic heal them as well. Considering, how predictable incoming damage is and how powerful White Wind and Snacc are i do not even miss OGCDs much, but 1 or 2 would be a welcome addition. When you're not healing, you have a lot of stuff to do and it feels good since you have most of your dps kit. Gobskin and Stotram is also good for less spicy incoming aoes.
Tanking was also made a lot more enjoyable. Dragon Force is literally what we have been asking for and finally got it. Chelonian Gate is like a bastard child of Rampart and TBN, but it's decent. Devour being upkeep buff, is worse, than it just being a passive aspect of tank mimic, but it gets the job of "not being as squishy" done.
Overall, BLU 70 finally feels like an OP class we were promised at the start but got the beta version of it at the beginning instead.
Last edited by Flay_wind; 03-05-2021 at 04:21 PM.
Okay, I've got into the thankless task of trying to be a Tanky Blue Mage... Experimented with a lot of things, including melding tenacity to see if it helped with the spiky-ness.
But I realized one thing... Even if the stats/mighty guard defense/tank mimicry were tuned to make Blue Tanks more resistant, it won't do any good unless they rectify a huge issue with the role:
Mitigation spells having a cast time.
The bosses were all designed behind knowing that conventional Tank mitigation spells are insta cast and oGCD - so you can properly react to the tankbuster cast time. This is nearly impossible as a Blue Mage. Diamondback, Dragon Force and Chelonian Gate all have a nasty nearly 2s cast time, and if you're using GCDs to attack the boss, chances are the global cooldown will still be rolling when you absolutely need to press one of those buttons.
Swiftcast helps a bit, but still it won't be up for every time you need. My proposal is, just let all of those spells be instant-cast while you're under Tank mimicry! It will help the survivability a LOT.
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