Caribone, I can tell you love the beastmaster class. You are correct, someone who walks into an End Game dungeon with No Good abilities as a Blue Mage deserves the Verbal lashing they get. However, it is also true that for many dungeons, a shoe string budget of abilities can pull a person through. My most common Black Mage cycle is probably 7 different abilities per dungeon, maybe 8. Healing Aurum Vale takes about 6-8 buttons.
We just have to make sure the basic quests and core leveling scheme of Blue Mage provides a similar 6-8 "reliable" abilities. I suggested an Eat/Devour Attack similar to a melee ranged version of Arcanist's Energy Drain. It would be a standard (2-3 sec), or nearly standard action (10-20 sec). I suggest having Traits that enhance some of the Blue Mage core abilities, such as when you learn A Blood Drain Enemy ability from a type of Bat (most Bats have it) your "eat" power can be tied to the Blood Drain, so that you basically get the following effects:
MP restore, MP drain, HP Restore, HP Drain, % Check for Learning Enemy Ability
if your main attack is automatically trying to incrementally learn target's powers, its almost impossible to have no abilities.
Because of the Main Story Quest, All Blue Mages would likely have a stock of default eat/learned abilities common to each other, with few variations. The real variations would come from those individual choices outside the main story quest, but I'd wager they could fill 10-20 abilities easily by the time they start the Heavensward story Arc.

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