read the rdm mage minion description.
read the rdm mage minion description.
Whats with this blue mages need to learn EVERY ability nonsense. This not 11 and it doesn't need to follow suit because 7,9,10,10-2, and 6 had their own unique Blue Mage.
Blue Mages can only learn qualifying abilities in some iterations. That's totally up to yoshi p on what he deems "qualifying".
As to why they can't keep those abilities could be a lore reason or tie into their gauge mechanic.
I just hope they make it a tank.
Here's my two Gil on the matter. Make it so that Blue Mage's abilities tie into a specific Hunting Log. At X kills of a certain enemy, they unlock certain Blue Magic abilities. At incremental increases in kills, the ability levels. Using Primals, for example.
Ifrit: One Kill unlocks, say...Eruption I. Hits one enemy, with decent AOE. At, say...5 kills, it becomes Eruption II, and gains a bit more damage, bit more AOE. 15 Kills, Eruption III, resetting the AOE, but giving it a targeting cone, causing each enemy in the cone to be targeted. Etc.
I really love your concept idea for BLU ! I think the idea for a Melee range support DPS is GREAT!
The Lore aspect and the Thavnarian origins gave me all the feels. I really like the thought you put into that and to their motto which I absolutely love.
I agree that giving it a ton of different abilities is just going to cause a problem, no harm in giving them streamlined abilities that will work and not make them either op or picked dead last.
Though I don't think an AOE heal of White Wind is necessary for them. A self heal or single target heal , sure, but an AOE heal nah.
Also, Now that they added two whole new sword DPS jobs what other weapons do you think would work well for BLU? Cuz I'm totally over swords. :P
I hope BLU gets put into the game one day and that it can come out similar to your concept!! Great work ^_^
Last edited by TristanBlane; 06-29-2017 at 06:56 AM.
Look I don't like Blue Mage but by all means, people want it, let them have it.
But please, one request. Id they get the Blue Magic spell "Blow Up", please make it require a target. Between the rpers and trolls of Balmung I suspect someone would dress Arabic and blow themselves up over and over. It would be in very poor taste. Just keep that skill away, people cant be trusted.
Blue Mage isn't so hard to add, just add default monster spells as auto obtained/quested, and add a blue magic glamour system where you can change the spell animations by hunting for them with a log of some sort but the spells keep the same properties.
Also if it's a tank the LB should be mighty guard.
For example let's see a hypothetical level one spell.
Level 1: Goblin Punch
Description: Does a unaspected attack with a potency of 150.
*player uses hunting log to unlock level 1 blue magic slot spell - ravens claw by hunting for 10 ravens.
*player opens blue magic glamour UI
*player sees level 1 blue magic slot with a description of delivers an attack with a potency of 150, and the current spell equipped. (Goblin punch)
*player clicks on blue magic level 1 slot and a list pops with all glamours unlocked for level 1 blue magic glamours, and sees Goblin Punch blue highlighted because it's equipped.
*player goes down to ravens claw and clicks on it changing the animation of the spell to ravens claw.
It's that simple they add default blue magic like Goblin Punch that isn't currently in game, and let us unlock the iconic ones/and the ones they decide to add in patches this way they follow the game formula, and yet add the hunting aspect without destroying their standards. Heck they could even add some in cash shop for cheap to get extra $$$ for having to make glamours for them.
Last edited by Brightshadow; 06-29-2017 at 09:10 AM.
http://i.imgur.com/R4lhKSz.png
Square Enix's way of saying no
Great they even acknowledged BLU in that manner, guess we better start the hype train up again![]()
Thanks! It's also one of my concepts I'm currently revamping to work with the new mechanics changes!I really love your concept idea for BLU ! I think the idea for a Melee range support DPS is GREAT!
The Lore aspect and the Thavnarian origins gave me all the feels. I really like the thought you put into that and to their motto which I absolutely love.
I agree that giving it a ton of different abilities is just going to cause a problem, no harm in giving them streamlined abilities that will work and not make them either op or picked dead last.
Though I don't think an AOE heal of White Wind is necessary for them. A self heal or single target heal , sure, but an AOE heal nah.
Also, Now that they added two whole new sword DPS jobs what other weapons do you think would work well for BLU? Cuz I'm totally over swords. :P
I hope BLU gets put into the game one day and that it can come out similar to your concept!! Great work ^_^
To answer a couple of things, I had White Wind as sort of a panic button if/when the healer took a dive. Looking at what I can do with Vercure spam on a RDM though, I'm thinking the goal would be to have it as bigger cooldown so it wouldn't be completely broken.
I'd also agree on the sword thing, although given the Near East vibe that we've gotten from Thavnairian outfits and the FFTA version of BLU using sabers and blades that also match that style, I couldn't really think of anything better, especially with how much of a nuisance it can be to make whips in an MMORPG or any other type of fluid weapon like that. On the other hand, since it'd be a melee dps and the next expansion would most likely bring a tank and a healer, maybe that lingering dread for swords won't be so bad after a couple of years.
I'll gladly add a Blow Up skill when Samurai get a Seppuku ability.Look I don't like Blue Mage but by all means, people want it, let them have it.
But please, one request. Id they get the Blue Magic spell "Blow Up", please make it require a target. Between the rpers and trolls of Balmung I suspect someone would dress Arabic and blow themselves up over and over. It would be in very poor taste. Just keep that skill away, people cant be trusted.
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