I would like to see blu made into a full job or at least a second job crystal that separate the XIV version from the Carnival/FFV version. People keep saying we need to provide more concise feedback and ideas to the dev team instead of "crying" so let's have a place to collect concepts for how blu could work in the full game while being different than existing jobs. The concepts can be ranged caster or something else because this will be assuming that there will be different job crystals for the limited and full versions of the job.
DO NOT POST HERE UNLESS YOU ACCEPT THAT THE DEVS WILL NOT BE ABLE TO MAKE LARGE CHANGES ANYTIME SOON. We would need to be patient!
Going to paste something from an earlier post I saw.
"They can use the elemental weakness as a mechanic, you use a fire element spell to grow up a debuff on the monster and consume it with a wind spell for additonal damage per exemple, force to rotate between different duality whith cooldown on the "stack consumer"..
Man, I love that idea. Made me think of what I hoped samurai would use a system sorta like skillchains on XI. That instead of combos, there would be the same initial starter, then like three mid combo moves, and then two finishers. The middle combo moves would be like the royal road effects and either boost, spread, or lengthen the effect of the skillchain. The finishers then would be the typical large finish or smaller finish with a DoT. The "lengthen" effect for the large finisher could be some debuff that you could consume like your fire -> wind idea. So you have to make choices in combat to do things like "I should combo a spread DoT" or "I need to consume my stacks on the target".
This could be turned into a version of melee blu.
Another way would be that they could do something similar from another game called Legend of Legaia 2. My idea would be that blu would have fire, wind, earth, and thunder aligned blue spells make up their core rotation. Yes, same as rdm but these could be "physical blue spells". They could function something closer to mudras in that you perform combos with them. Could work like a much expanded mudra system or have the job gauge track like the last 3 elements you have used. There could be 10+ combinations based on which elements and in which order they were used. Fire/earth/fire and earth/fire/earth could give you different results. Could go crazy and have 36 combinations if you made it that each element had its own cooldown so you wouldn't repeat the same element in a row. Have ocgds be things like bad breath and mighty guard and white wind as your group utility cooldowns.
As for how to make something like bad breath work I have an idea of my own then seen another that I really liked. Mine would be that bad breath applies the fire, water, poison, earth, miasma, and bleed DoTs that are already in the game. That would still give a pretty good feeling to the "bad breath applied a lot of status ailments" fantasy in my eyes. Someone else had the idea of bad breath being a DoT and applies the damage taken increase from trick attack. That would not only start to give some wiggle room in the meta and I think gives enough of the feeling of "using bad breath made my enemy weaker".
I also really liked this idea from reddit.
https://www.reddit.com/r/ffxiv/comme...concept_pitch/