
Originally Posted by
Vyrerus
BLU is balanced within the rules they want players to have. I've read your posts in this thread, and I think you could stand to look at it from another angle. Everything you dislike about the way the spells are balanced or with what they do isn't looking at things from how the other jobs are limited in the game.
For instance, let's compare what is essentially BLU's invuln to the other tank invulns. Diamondback vs. Hallowed Ground, Superbolide, Holmgang, and Living Dead. Diamondback has no cooldown but costs 3000 MP and makes you unable to act or move during this. Essentially, if you need that level of mitigation(and you often will in Savages/Solos), its only restriction is your MP pool. This means, though, if you really need to, you can Diamondback every 5~6 casts of Blood Drain. This essentially makes it Hallowed Ground on a 12 second cooldown. Pure insanity. The other tank invulns don't even compare. It also works to mitigate raid wide ultimate damage, making it more akin to a personal tank LB3.
Let's compare BLU's DPS rotation to other DPS rotations. Primal spells are all insane potencies on relatively normal or low cooldowns. Your filler spells are myriad, so you can have what you spam in down time change, and if you've got the spell slots, you can mix it up whenever/however you want. It's got AOEs, line, radial around BLU, radial around target, 1 second casts for weaving, 2 second casts for power. The only downer is that they left some of the early spells that by rights should just as powerful as later spells in the dust (Lookin' at you, High Voltage). It's flashy, it's cool, and it never feels boring. And it's alterable! No DPS can boast that. It's also the only DPS in the game so far that has access to a full power raid wide heal.
As for early BLU being disappointing... that's actually just staying 100% true to BLU in prior Final Fantasies. There is not a single Final Fantasy where BLU right out of the gate is the powerhouse it becomes by mid/late game. For the record though, I don't think the 1 to 50 spells were disappointing. They introduced a lot of concepts to look forward to, and a lot of them are enhanced by later spells added/come into play with later spells added. The only spell that's disappointing to me is 1,000 Needles, but it's just being true to Blue Mage. That spell falls out of use eventually in every game it's in, except in low level challenges.
BLU is balanced the way that it is so that you have to give it some thought. It comes with the laundry list of monsters and bosses where instant kills/flat damage spells work or they don't. Like the first boss in The Burn is susceptible to flat damage, so you can instantly kill it. If you've got a good handle on what the normal jobs are capable of, BLU is a total monster compared to them in every conceivable way. I like walking up to a boss and casting Tail Screw and seeing it do 3.9 million damage, and then it dies from my cane tinking on it for 7.
Oh, and as far as spam goes... it means no cooldown, which translate to powerful in a lot of ways. There's also just the fact that spam is kind of what we do in MMOs. Like, sure, a lot of jobs don't feel like they spam because they go through combos with different animations, but there's always a limit, isn't there? It always becomes spam in some form, and while I get why you don't like it, it's just the nature of long term fights and play. BLU is by far the furthest job away from spam. That slot belongs to normal job healers since 5.0.