Quote Originally Posted by Kazamoto View Post
Totally off topic, but use the same mechanic they use for 'additional' skills for BLU skills, as they level up they can select more from a larger list of options?
There's a large scope problem here. The game's direction steps away from large skill libraries as a whole, and BLU is the very incarnation of a skill library.

Here are some of the obstacles I see, even though I want the job to be implemented:

- The game defines set roles, where BLU's library offers it to be versatile in many usually. How is this impasse resolved?

- Blue Mage is by definition, a Job class, which limits it to one job ability every five levels. It also restricts the Job within the current arc scope of a Class, that could be something entirely different when fitting under another 'Job'.

- Going off of the Scope of a class. BLU defined itself fairly strongly in 11 and in many ways previous games as a Sword-Mage. Sword already exists in the game and has little in the form flexibility to work with a Job that is inherently bestial. It would make sense to make a class that branches Blue mage and Beastmaster together, but how would that work in terms of weapons if reconstructing the Armory System's fundamentals is non-negotiable?

So Blue Mage has to be balanced against Duty Finder and the Class/Job system as well as the Armory in general. That makes it very difficult to capture the heart of the class, though I personally like the idea of "Additional Skills" as you described, but that may also cause some beef with other Deciples of Magic and classes as they lost a lot of spell-casting ability when the system changed over in 1.19.