I'd rather have dancer or ninja than BLU to be honest
I'd rather have dancer or ninja than BLU to be honest


The new gun job will be a crafter, using the hot glue gun to attach ugly costume jewelry to gear.



As long as they alter the way you get abilities as BLU, its ok with me.
I don't really know how they could implement it in FFXIV but i'm sure they'll find a way!
The jobs quests could unlock the max level of spells you can learn (ie do the lv 40 quest and you can learn lvl 40 skills from enemies).
I think FF11 had terrible class balance. It made some classes too necessary and some classes were a luxury to level because they were just that useless. And even then, there were classes stuck in one ridiculous niche for efficiency. FFXIV has much simpler mechanics that suits a multiplayer environment better, because let's be honest, a lot of Final Fantasy mechanics and gimmick classes only work because they're single player and you control the whole party.
I'm not saying FFXIV can't make Blue Mage, because I can honestly see them working some attempt at the class into the game, I'm just saying the learning is going to be pretend and played out by way of cutscenes and the skills will have to stay simple and realistic. Something like Bad Breath is overpowered without a LOOONG cooldown. They can be creative and extend skills a bit, but having so many effective skills is far too much overpowered utility for one job. Summoners are stuck with some amount of pet dependency to make up for the fact they have pets. Right now, Jobs only add five skills. How many gun-based skills do you expect Musketeers to give up to accommodate Blue Mage better? I can see an FFXIV Blue Mage being added at some point, I just don't see it playing like a Blue Mage, I see it playing like an FFXIV Bard with an alternative gimmick than Bard's refreshing.



I like the idea of Gun Mage, though, and while it wouldn't be implemented as well as FFXI's Blue Mage, it could be possible in this game that certain popular Blue Mage spells could be learned through the Gun Mage's Job quests. Not only that, but they could actually turn a Blue Mage/Gun Mage into a tank or a healer, depending. Maybe have two different "Forms" to go on.
NOTE: Numbers may be way off and cause things to either become overpowered or underpowered. This is just speculation.
Mighty Guard: Tank Stance
Enabled Abilities:
Mighty Guard: Toggle Ability. Reduce all damage taken and dealt by 50%, increase enmity from all attacks by 50%. Additional Effect: When Activated, 30 second cooldown on all abilities, unless you are in town and out of combat.
Lifebreak: Inflict damage to the opponent. The lower your current HP, the greater the damage dealt. 180 second cooldown. Requires Mighty Guard.
Magic Hammer: Inflicts damage with a potency of 120 to target's MP. Additional Effect: Inflicts Silence on target for 5 seconds. 30 second cooldown. Requires Mighty Guard.
Lilliputian Lyric: Inflicts Mini on target for 10 seconds, cutting its physical damage and movement speed by 50% for 5 seconds. Then, inflicts Hammer on target, making it immune to Mini for 60 seconds. 120 second cooldown. Requires Mighty Guard.
Stare: All enemies in melee range currently attacking user become confused for 10 seconds. 60 second cooldown. Requires Mighty Guard.
White Wind: Healer Stance
Enabled Abilities:
White Wind: Toggle Ability. Reduce all damage dealt by 50%. Add half of your current HP to all healing abilities. Additional Effect: When Activated, 30 second cooldown on all abilities, unless you are in town and out of combat.
Angel's Snack: Cures a single detrimental effect from target. Requires White Wind.
Vanish: User vanishes from sight and loses all enmity, cannot generate enmity, and cannot be targeted for an attack for 10 seconds. Additional Effect: When Vanish ends, all previous enmity is restored to user. Cooldown: 180 seconds. Requires White Wind.
Night: Inflicts "Sleep" on the target and all targets in a 5-yalm radius for 30 seconds. Cancels auto-attack upon execution. Requires White Wind.
Auto-Life: Inflicts "Auto-Life" on target. When under the effects of "Auto-Life", target will immediately be resurrected upon HP being reduced to 0. When raised with Auto-Life, target gains two stacks of Weakness and the debuff "Advanced Weakness", which prevents Auto-Life from being used on that target for 30 minutes. Advanced Weakness is not removed upon HP being reduced to 0 and cannot be removed with Esuna or Leeches. Cooldown: 180 seconds. Requires White Wind.
Don't expect the very creative approach when you know SE is be trippin since day 1.
Why does a blm elemental attacks do high-moderate damage on enemies of the same element. (I.e fire on ifrit lol... )
I believe it's cuz it'd make certain skills in certain fights useless.
So SE might make whatever the new gun class's skills all weird and questionable.
Completely speculation, of course. And I wouldn't want BLU to stem from a gun-based weapon class. Too weird for my tastes.
This thread details BLU completely how I'd want it to play out. It's mechanics are brilliant. Plus... a whip. A WHIP. !!
though i do like this. the only way i can see it working is if it releases way down the road. kinda like treasures for ff11. too many pets for a 50 cap. i feel like cap needs to go up to 70+ before then.
on topic, we know its not musketeer due to its not what we are expecting and the gun is off hand.
dagger may mean one (or 2) of the four: dnc/thf/nin/rdm
gun i was thinking corsair since gold saucer was mentioned lol im thinking dice main hand/gun off hand?
Musketeer will be a tank class. Calling it now.
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