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  1. #1
    Player
    shintashi's Avatar
    Join Date
    Apr 2014
    Location
    Uldah
    Posts
    93
    Character
    Rydian Cecilson
    World
    Exodus
    Main Class
    Carpenter Lv 50

    A Blue Mage Beastiary

    What I would propose here is a collection of monsters and their special abilities that would be ideal or strongly desired for a Blue Mage class, were one ever to exist. The fundamental difference between blue mage abilities and other jobs is their talent for using monster powers, rather than the spells and techniques of others. The funny thing about FF14 is the sheer number of class abilities being used by Monsters already, so in the interest of constructing a more unique Class, and more Interesting creature codex, I would only list Monsters whose special abilities were not existing class abilities.

    Obviously, in addition to providing a good guide for building a class that will probably never happen, this thread can also serve as a repository of useful information. I hope to have little icons/screen shots and hope others will contribute ^_^
    (2)
    Nothing is quite so boring as nothing.

  2. #2
    Player
    shintashi's Avatar
    Join Date
    Apr 2014
    Location
    Uldah
    Posts
    93
    Character
    Rydian Cecilson
    World
    Exodus
    Main Class
    Carpenter Lv 50

    Monsters: Section 1

    This post is reserved for my first research project. Among them I will be looking for specific monsters and the names of their special abilities and descriptors where possible.

    The first Monster that comes to Mind is Mahees, a Hunt with the capacity to Petrify. Others will Follow. Such as the particular Cactaurs capable of thousand Needles Attacks, and Morbols.

    Taurus: Frightful Roar: Physical Vulnerability Up (level 39, Coerthus Central Highlands 33,12)
    Natalan Wolf: Flesh Wound (level 48, Coerthus Central Highlands, 32, 18)

    Ahriman: Dread Gaze: Paralasis (level 49, Bluefog, 24, 21)
    Grenade: Detonator, Enkindle (fire Damage Added to Auto Attacks) (level 49, Bluefog, 25, 23)
    Basilisk: Stone Gaze, Body Slam (level 49, Bluefog, 25, 22)
    Quartz Doblyn: Shatter (level 46, Bluefog, 25, 22)
    Magitek Vanguard: Cermet Drill (level 49, Bluefog, 17, 16)
    Attic/Cave/etc. Bat: Bood Drain (level ??, Various Locations)

    Manor Claviger: Void Fire II (level 28, Haukke Manor)
    Manor Jester: Ice Spikes (level 28, Haukke Manor)
    Manor Maidservant: Dark Mist:Terror (level 28, Haukke Manor)
    Lady Amandine: Void Fire III, Void Thunder III (level 28, Haukke Manor)
    (1)
    Last edited by shintashi; 02-07-2015 at 06:40 AM.
    Nothing is quite so boring as nothing.

  3. #3
    Player
    LordLucavi's Avatar
    Join Date
    Dec 2014
    Posts
    118
    Character
    Faran Lucavi
    World
    Siren
    Main Class
    Dark Knight Lv 70
    An interesting way to do it would be to make the Class Hunt targets the mobs you get moves from. Blood Drain from Black Bats in Skull Valley, Heartstopper from Imperial soldiers, things like that. "Big" spells from the class 5lv quests (30,35, etc). I would like to see a mix of curative, offensive, and debuff spells. Aero is already taken by CNJ, so something like Flamethrower or Firespit, Paralyze or Petrify, Blood Drain or some other curative spell. Certain enemy moves like Thunderspike from the gnats would work, Bad Breath, etc.
    (1)
    Two peanuts are walking down the street. One is a salted.

  4. #4
    Player
    shintashi's Avatar
    Join Date
    Apr 2014
    Location
    Uldah
    Posts
    93
    Character
    Rydian Cecilson
    World
    Exodus
    Main Class
    Carpenter Lv 50
    I agree Hunts would be one of the main draws. I'm not sure the primals should be on the list, since that's more the territory of Summoners. Beast Tribes are largely pre-existing class abilities.

    Svara: The Dragon's Breath, Web Lightning, Granite Rain (level 38, Coethus Central Highlands, 25, 8)
    Bahamut: Flare Breath??? Level???, Final Coil)

    Axe Beak: Hammer Beak, Slumber Breath (Level 25, Eastern Thanalan, 23, 18)
    Bumble Beetle: Bombardier (level 25, Eastern Thanalan, 24, 18)
    Adamantoise: Tortoise Stomp (Level 31, South Shroud, 16 29)
    Ghedi Ti Malice: Kick and Scream (level 50, South Shroud)
    Leech King: Acid Mist (level 50, Mordhona)
    Hippogryph: Shriek: Stun (level 46, Mordhona, 28, 6)
    (0)
    Last edited by shintashi; 02-08-2015 at 03:23 PM.
    Nothing is quite so boring as nothing.

  5. #5
    Player
    Dyne_Fellpool's Avatar
    Join Date
    Sep 2013
    Posts
    297
    Character
    Dyne Fellpool
    World
    Goblin
    Main Class
    Archer Lv 50
    Aren't the Hunt mobs all lvl 50 though? How would Blue Mage learn spells while it was leveling up from 1-50?

    Or are you saying they should just run up, cast Learn, and get the hell outta there? lol
    (1)

  6. #6
    Player
    shintashi's Avatar
    Join Date
    Apr 2014
    Location
    Uldah
    Posts
    93
    Character
    Rydian Cecilson
    World
    Exodus
    Main Class
    Carpenter Lv 50

    Blue Mage Learning Theory

    Aren't the Hunt mobs all lvl 50 though? How would Blue Mage learn spells while it was leveling up from 1-50?
    In earlier FF versions, Blue Mage didn't start with many abilities, but they weren't level tied, they had to be learned/be hit with/eaten. But some did have a sword/fork/etc. to attack, and ok hit points.

    I was thinking something like a Hunting Log/fishing log/crafting log.
    Most of the monsters for "level 1-50" would be regular colored, like this icon:
    >>http://ffxiv.consolegameswiki.com/wi...um_python1.png

    but some of them would be Green, many would be Starred, and a few would even be Blue, just like the Crafting/Fishing Logs. For example, a Green 3 Star fish:
    >>http://ffxiv.gamerescape.com/wiki/Th...Man_in_the_Sea

    a Blue 3 star Weapon:
    >>http://ffxiv.gamerescape.com/wiki/Plumes_of_the_Vortex

    and a green 4 star weapon:
    >>http://ffxiv.gamerescape.com/wiki/Wootz_Scimitar

    (continued)
    (0)
    Nothing is quite so boring as nothing.

  7. #7
    Player
    shintashi's Avatar
    Join Date
    Apr 2014
    Location
    Uldah
    Posts
    93
    Character
    Rydian Cecilson
    World
    Exodus
    Main Class
    Carpenter Lv 50
    I suggest Blue Mage can use a similar pattern for their Log, and Tie the Monster's level, Fate Level, or Average Item level for the Dungeon/Hunt to the estimated Power level to acquire. This can be further complicated with a "learning/crafting" type check, or simplified by using a "number of hits/kills" of such and such monster/attack. For example, you might have to get hit 4 times with Bombardier from the Bees before you can learn it.

    Blue Mages would have approximately the same total number of Abilities from "job/cross class/class", but it would be more open ended like crafters. With 10 or 20 "slotted" abilities from learned monsters, but only a base of 5-10 core class/job abilities (the rest would be traits). From the monstrous list of learned abilities though, a max of 10 or 20 could be locked in at a time. So even if they knew 30 or more monster "spells", they could only have maybe 15-25 total as active actions during any fight.
    (0)
    Nothing is quite so boring as nothing.

  8. #8
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    I have an idea for it Here if you'd like to take a peek. Simply ignore the 1 class 2 job concept of it as it was envisioned back when that was the assumed future of classes/jobs.

    Basically it has its own weapon skills with a whip and at certain levels it learns an ability such as Cloudkin Soul. That ability can have one of 3 cloudkin abilities attached to it:

    Rancid Belch: Deals water damage with a potency of 160 Add.Effect: Slow (20s). Recast: 2.5s. MP Cost: 224. Dodo family.

    Poison Breath: Poisons targets in a frontal cone with a potency of 40 (18s). Recast: 30s. MP Cost: 214 Cockatrice family. (BLU only)

    Loop: Delivers a slashing attack with a potency of 170. Recast: 2.5s. MP Cost: 244. Colibri family. (BLU only)


    The BLU can learn all 3 of them but can only set one at a time in a similar manner to cross-classing skills. The ability Cloudkin Soul will have its icon change to reflect which spell is set. They can't be changed in battle and will follow the same cooldown procedure as when you change CC's in a dungeon/on the field.

    Every few levels they can learn a new taxonomical slot by leveling up and then they must go out and learn their skills by seeing it used in combat and killing the monster that used it.

    Some spells are magical based and some are physical based so the BLU can choose how they wish to play by the use of a stance similar to Cleric Stance.

    As for the topic of this thread, the abilities I gave my BLU are all existing within the game already (potencies/effects altered a bit for player-usability) and are the following:

    Beastkin:
    Clamor: Demoralize target reducing healing effectiveness (20s). Recast: 60s. MP Cost: 128. Buffalo family.
    Tortoise Stomp: Delivers blunt damage with a potency of 110 within an area of effect. Recast: 2.5s. MP Cost: 218. Adamantoise family. (BLU only)
    Charged Whisker: Deals lightning damage with a potency of 110 within an area of effect . Add.Effect: Paralyze (10s). Recast: 2.5s. MP Cost: 248 Coeurl family. (BLU only)

    Wavekin:
    Gnaw: Delivers a piercing attack with a potency of 150. Recast: 2.5s. MP Cost: 183. Angler family.
    Bubble Shower: Deals water damage with a potency of 120 within an area of effect. Recast: 2.5s. MP Cost: 213. Megalocrab family. (BLU only)
    Irritating Tendtrils: Deals lightning damage with a potency of 140. Add.Effect: stun (2s). Recast: 30s. MP Cost: 103. Jellyfish family. (BLU only)

    Vilekin:
    Blood Drain: Delivers an attack with a potency of 120 and heals yourself for an equal amount. Recast: 60s. MP Cost: 159. Chigoe family.
    Sand Cyclone: Deals earth damage with a potency of 60. Add.Effect. Earth damage over time with a potency of 30 (18s). Cast time: 2s. Recast: 2.5s. MP Cost: 289. Sandworm family. (BLU only)
    Deadly Thrust: Delivers a piercing attack with a potency of 160. Recast: 2.5s. MP Cost: 209. Diremite family. (BLU only)

    Scalekin:
    Body Slam: Delivers blunt damage with a potency of 110 to all enemies in a cone in front of you. Recast: 2.5s. MP Cost: 206. Peiste family.
    Smouldering Scales: Bestows a Blazespikes effect on user (30s). Cast time: 1s. Recast: 90s. MP Cost: 276. Drake family. (BLU only)
    Bog Bomb: Deals earth damage with a potency of 110 within an area of effect. Recast: 2.5s. MP Cost: 236. Eft family. (BLU only)[/B]

    Cloudkin:
    Rancid Belch: Deals water damage with a potency of 160 Add.Effect: Slow (20s). Recast: 2.5s. MP Cost: 224. Dodo family.
    Poison Breath: Poisons targets in a frontal cone with a potency of 40 (18s). Recast: 30s. MP Cost: 214 Cockatrice family. (BLU only)
    Loop: Delivers a slashing attack with a potency of 170. Recast: 2.5s. MP Cost: 244. Colibri family. (BLU only)

    Seedkin:
    Stolon: Delivers a ranged attack with a potency of 140 (25y). Recast: 2.5s. MP Cost: 312. Sapling family.
    Swift Sough: Deals wind damage with a potency of 100. Add.Effect: 12y Knockback and wind damage over time with a potency of 20 (15s). Recast: 30s. MP Cost: 242. Landtrap family. (BLU only)
    Acid Mist: Poisons the air, delivering damage with a potency of 30 to targets that enter the mist (30s). Recast: 2.5s MP Cost: 202 Ochu family. (BLU only)

    Spoken:
    Footwork: Increases speed of attacks by 20% (20s). Recast: 120s. MP Cost: 200. Amalj'aa family. (BLU only)
    Swift Gust: Increases evasion by 20% (20s). Recast: 120s. MP Cost: 200. Ixal family. (BLU only)
    Titan's Boon: Increases defense by 20% (20s). Recast: 120s. MP Cost: 200. Kobold family. (BLU only)

    Voidsent:
    Golden Tongue: Increases magic damage dealt by 15% (15s). Recast: 120s. MP Cost 200. Flan family. (BLU only)
    Thunderstrike: Deals lightning damage with a potency of 170 to all enemies in a cone in front of you. Recast: 30s. 317. Gnat family. (BLU only)
    Mow: Delivers a slashing attack with a potency of 170 to all enemies in a cone in front of you. Recast: 30s. MP Cost: 317. Taurus family. (BLU only)

    Spoken II:
    Bomb Toss: Deals fire damage with a potency of 220 within an area of effect . Recast: 30s. MP Cost: 350 Goblin family. (BLU only)
    Spinning Kick: Delivers blunt damage with a potency of 220 to all enemies in a cone in front of you. Recast: 30s. MP Cost: 350. Mamool Ja family. (BLU only)
    Lacerate: Delivers a slashing attack with a potency of 120. Add.Effect: Damage over time with a potency of 40 (12s). Recast: 30s. MP Cost: 350. Sahagin family. (BLU only)
    Faze: Stuns enemies within a frontal cone (2s). Recast: 30s. MP Cost: 350. Qiqirn family. (BLU only)

    Spell Set Examples/Ideas:

    Physical:
    1. Tortoise Stomp
    2. Gnaw
    3. Deadly Thrust
    4. Body Slam
    5. Loop
    6. Stolon
    7. Footwork
    8. Mow
    9. Lacerate

    Magical:
    1. Charged Whisker
    2. Irritating Tendrils
    3. Sand Cyclone
    4. Bog Bomb
    5. Rancid Belch
    6. Acid Mist
    7. Footwork
    8. Golden Tongue
    9. Bomb Toss

    Mix/Aoe:
    1. Charged Whisker
    2. Bubble Shower
    3. Blood Drain
    4. Bog Bomb
    5. Poison Breath
    6. Acid Mist
    7. Swift Gust/Titan's Boon
    8. Thunderstrike/Mow
    9. Bomb Toss/Spinning Kick/Faze

    Solo:
    1. Clamor/Charged Whisker
    2. Gnaw/Irritating Tendrils
    3. Blood Drain
    4. Smouldering Scales
    5. Rancid Belch
    6. Swift Sough
    7. Swift Gust/Titan's Boon
    8. Golden Tongue/Thunderstrike/Mow
    9. Lacerate

    (2)
    Last edited by MartaDemireux; 02-09-2015 at 11:39 AM.

  9. #9
    Player
    Atlaworks's Avatar
    Join Date
    Oct 2014
    Posts
    548
    Character
    Faust Eisenhart
    World
    Malboro
    Main Class
    Machinist Lv 60
    You're all forgetting the most important thing.

    Blue mages should learn Fleece Butt.
    (1)

  10. #10
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    There are many ways of introducing the Blue Mage to the game and in my opinion Final Fantasy XI has the perfect model to work with because you can equip the spells to gain traits and attribute bonuses, and the system also limits the amount of spells you can equip making it possible for Square Enix to keep the Blue Mage on par with the other classes/jobs.

    However, a spell equipping system is only the first hassle that SE must deal with the Blue Mage would also need new animations for all the spells that they learn which is no easy task with the amount of enemies in the game, and they would also need to be balanced and made unique to give Blue Mages more value in content.

    Then on top of all that SE would have to create a system for learning this magic since that is the whole reason people love/play blue mage.

    Its a lot of work for one job.
    (0)
    Last edited by Brightshadow; 02-15-2015 at 06:28 AM.

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