Let's say SE hears the crowd and allows Blue Mages to join in current content, alongside roulettes etc., here's a simple solution:
-Pre-Determined "Base" Blue Magic sets for that content, that's balanced by the DEV team, and in-line with current DPS output but also has its own unique twang to its base-line Class of Magical Ranged DPS.
-Translation:
-Have a Blue Magic Spell "Requirement (s)" in order to access these activities, sort of like an iLvl Requirement is needed to enter certain content.
- 24 Base Blue Spells are granted to the Player for those "Activities" (Raid / Duty Finder / etc.) to the Blue Mages for that content.
Outside of activities, during "Solo" play, or any other content that BLU access with pre-built parties or the general premise of the Blue Mage: they can swap spells etc. pretty much what it is now.
Further Translation:
So from what I saw on the video, BLU doesn't have a rotation (I may be wrong) my perspective with BLU, though I am on board by the way it's being implemented, is the DEV team sort of testing the waters.
So with no rotation you just spam Blue Spells until enemy is dead. But again I may be wrong, there could in fact be a rotation.
So here's my take on the future of BLU for Content related to Roulettes / Party Environments:
Add a Blue Mage Specific Rotation:
Ability: "Scan" Determine Weakness
- Goblin Punch (Opener) >> [x2 Single Blue Spell] >> [Job Meter +]
- Bomb Toss (AoE) >> [x2 AoE Blue Spells] >> [Job Meter +]
List of Job Meter Finishers:
AoE's
- 1,000 Tonze Swing *Come on we all know how much we hate this move... lets use it against them!
- Gigaflare
- Of course the some of the ones from the Primal Fights
Enemy Debuffs for Raid Utility:
Zero-form Particle Beam: Inflicts Vulnerability up and stacks up to 5 times, equaling: 8%
-I'll come up with more later
*[GCD Blue Spells] Hard Hitting spells like: Jet Stream / Goblin Rush [Meter -]
*[GCD Raid Utility Spells] - Bad Breath / White Wind (AoE Heal) / Angel Whisper (AoE Raise all) << OH YEAH! j/k lol. But at least raise one target
- These Hard Hitting Spells Eat up some of the "Unbridled Knowledge Meter
[Unbridled Knowledge Meter 80%] >> Primal / Notorious Monster Ability [Meter Exhausted]
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- Or the [Unbridled Knowledge Meter] Opens up a new rotation that's finisher is a "Primal / NM Ability"
Again, just a thought, and of course once we get to test it ourselves we'll see their vision.
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Other Thoughts: [What could his Abilities be and how can they shape the current party play if added to a "Pre-Formed Party" to play content]
The Holy Trinity System and Beyond.
We already established it's a Magical Ranged DPS as a base...
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So let's say, The current Blue Mage again is just a test phase sort of thing, where it's "Limited" but truthfully, SE could be thinking: "I'm not sure it could work with party play due to certain moves / abilities, it MAY work, but let's see the community run with it with pre-formed parties and go from there."
That could very well be the development team's current thought. So let's sort of speculate how the job can evolve from here.
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--Main Weapon: [Something]
WEAPON: Sub-Weapon "Cane"
-The Cane could have an additional bonus of learning Blue Magic the higher they go in iLvl-
When the job launches let's say the Blue Mage has the following abilities:
- "Learning" [Instant / ??] - Increases the likely chance to learn Blue Magic by 20%.
- Duration: 5 min. (Or it could be a quick one, 00:00:05)
- "Scan" [Instant / ?? / Duration 5s] - Scans target and finds weakness. Abilities with that weakness receive an increased potency of 5%.
- Diffusion [Instant / ??] - Next Blue Magic Enhancing Spell is granted to Party Members within range.
- Affinity Efflux [Instant / ??] Next Blue Magic Spell Potency is increased by 30%. If Enemy Weakness is exploited, the Potency of the spell is increased by 50%.
- "Unbridled Wisdom" [Instant / ?? / Duration: 14s] Allows the Blue Mage to cast any Unbridled Knowledge Blue Magic without the use of the gauge being full.
- Correlation [Instant / Until Deactivated] After using Scan, enemies of that family group will receive increased damage by its exploited weakness. Checkmate reduces the rate of learning Blue Magic.
- Under the effect of Checkmate Blue Magic Gauge is increased by an additional 5% per Blue Magic Cast.
(*Checkmate for me would be a fun "Solo" EXP play zerg thing, so if the player is killing an enemy group of the same family, they can kill them faster with the increased potency.)
*Just in case Blue Mage is given a meter, if they do I'd call it: "Unbridled Knowledge"
This can paint the picture of how powerful a Blue Mage could be in party play?
-Absolutely Ridiculous Thought........
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Let the BLU mage determine its class depending on the spells it has during outside "Limited" play.
That way, the Blue Mage can be any class "Healer / DPS / Tank >> YES, tank"
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How? Not sure, but maybe they can have a wide array of Enemy Abilities that are "Healing Magic" "Tank Based Magic" and or "General DPS"
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If the Blue Mage has 15 of a certain category equipped, their Class changes with it.
That was just my thought lol; I know there's a good bit of BLU thread flying about. Still psyched and I am ready to delve into this FFXIV Blue Mage.
Thanks yall! Pat out.