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  1. #1
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80

    What Abilities Should BLU Get?

    So, leaving aside any and all issues of BLU and assuming that SE decide to really flesh out the job... (Also allow it to get spells from duties more easily *Cough*DF for BLUE*Cough*)

    What monster abilities do you think that BLU's should be able to get in the future? What do you think they're missing?

    So far, my list of abilities that I recall from monsters that I think could be cool or useful include:

    Fireball - Puk's
    Foul Breath - Raptors
    Sneeze - Goobues
    Dark Fire - Succubi
    Mysterious Light - Pot enemies (Such as those found in PotD and Lost City of Amdapor (Hard))
    Canopy - Treants
    Lion's Breath - Certain Dragon bosses, such as Chudo-Yudo in Stone Vigil
    Granite Rain - Non-Aspected Dragons
    Rime Wreath - Ice Aspected Dragons
    Dread Gaze - Ahriman (Also Basilisks and some serpents I believe?)
    Screwdriver - Pugils
    Bubble Spray - Megalocrab
    Sour Sough - Blue Landtraps
    Swift Sough - Red Landtraps
    Typhoon - Koschei (Stone Vigil)
    Hooked Burrs - Miser's Mistress (Aurum Vale)
    Rotting Lung - Manxome Molaa Ja Ja (Wanderer's Palace (Hard))
    Rotting Gas - Manxome Molaa Ja Ja (Wanderer's Palace (Hard))
    Irritating Tendrils - Jellyfish
    Unfinal Sting - Tarantula Hawk (Dravania Hinterlands)
    Neck Rip - Wolves
    Whipcrack - Certain Dragons
    Bombination - Certain Dragons
    Microblaster - Coeurls
    Charged Whisker - Coeurls
    Stagnant Spray - Efts
    Burning Cyclone - Certain Biasts
    Dragon Breath - Aiatar (Brayflox Longstop)

    Just off the top of my head at least. These could be interesting additions to the BLU's repertoire (As well as providing more variety during leveling outside of Water Cannon spam > 1000 Needles spam into > *Cough*Solo class*Cough* Ram's Breath/Glower)
    (1)

  2. #2
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80
    There are a few spells that I would like to see. I'll make note of some personal favorites.

    Arboreal Storm - Dryad (North Shroud)
    Blood Rain - Camilla (Masked Carnival - Beauty and the Beast)

    Choco Kick - Wild Chocobo (The Dravanian Forelands)
    Lumisphere - Vouivre (The Churning Mists)

    Aetherial Spark - Salt Dhruva (The Lochs)
    Shadow Burst - Creeping Edila (The Lochs)
    (0)

  3. #3
    Player
    j103's Avatar
    Join Date
    Feb 2014
    Location
    Ul'dah
    Posts
    5
    Character
    Shana Shakugan
    World
    Gilgamesh
    Main Class
    Black Mage Lv 92
    I'm actually quite surprised we didn't get Aqueous Discharge. It seemed like a no-brainer.
    (0)

  4. #4
    Player
    zuzu-bq's Avatar
    Join Date
    May 2015
    Posts
    901
    Character
    Zuzu Belloq
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    Can't wait for Level 60 BLU to get a ton of Dragon spells. I bet we'll get a Chocobo skill by then within Dravania as well.
    (0)

  5. #5
    Player
    Dmhlucky's Avatar
    Join Date
    Oct 2013
    Posts
    54
    Character
    Donny Marc
    World
    Excalibur
    Main Class
    White Mage Lv 70
    Blu in FFXI had a reason to have multiple spells because of spell set bonuses and traits. Also the fact that different spells had different mods, Cannonball def mod etc, as well as elements and damage type properties that you could use to exploit weaknesses.
    14 is a lot more linear with their jobs, much more basic, so there are really only a few things that matter, Potancy, Cost, Cast time and recast. Outside of the Carnival, Element doesn't matter, Damage type, barely matters.

    And honestly, most people mainly look at the Potancy and thats it.

    SE put a lot of effort into all of the jobs, making sure Most skills were normally utilized, or at least weren't obsolete. Even out of the 49 spells, there are already Several that won't be used.

    Do i think there needs to be some diversity, yes, absolutely, however in a game where casting Fire spells on Ifrit, can kill it, or Freezing an Ice elemental is lethal... essentially, where elements mean nothing, having elemental diversity isn't of much use.

    Maybe if they added Set bonuses traits for certain spells, but for now, there isn't much point adding new spells if they aren't upgrades, or part of a combo to any current ones.
    (0)

  6. #6
    Player
    M1551NGN0's Avatar
    Join Date
    Feb 2017
    Posts
    58
    Character
    Kesisi Kesi
    World
    Brynhildr
    Main Class
    Arcanist Lv 1
    Goblin Punch.
    (2)

  7. #7
    Player
    Dmhlucky's Avatar
    Join Date
    Oct 2013
    Posts
    54
    Character
    Donny Marc
    World
    Excalibur
    Main Class
    White Mage Lv 70
    If its like it is in every other game, i don't want a variable damage spell. If there was some manner of consistency to it, like damage is based off prior spell with a set base potency, that would be fine.
    (0)

  8. #8
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,251
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    For HW primals:

    Ravana: Surpanakha
    Bismarck: Slam
    Thordan: Ascalon
    Nidhogg: Horrid Roar
    Sephirot: Ein Sof
    Sophia: Quasar (Aoe Meteors like in FF6!!)
    Zurvan: Soar
    (0)

  9. #9
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Dmhlucky View Post
    If its like it is in every other game, i don't want a variable damage spell. If there was some manner of consistency to it, like damage is based off prior spell with a set base potency, that would be fine.
    I could see variable potency if it was an oGCD or that variation came from a positional, or extra crit/dhit damage.
    (0)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  10. #10
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Dmhlucky View Post
    Maybe if they added Set bonuses traits for certain spells, but for now, there isn't much point adding new spells if they aren't upgrades, or part of a combo to any current ones.
    It's quite possible for them to add more depth to skill choices.

    I mean, currently BLU has no traits other than the basic 10% more damage/healing per 10 levels thing. So there's potential to add in traits that work of using certain types of skills.

    Not to mention, they could also add in a level 50+ job mechanic, similar to how many other jobs gain a mechanic (Or secondary mechanic) after level 50. Something to entice comboing skills together rather than just mashing whatever 1 spell is numerically best.

    Given that part of BLU's schtick is supposedly playing around with different skills that work together.

    Though, this is asking a lot if they're going to keep it as a p̶i̶l̶e̶ ̶o̶f̶ ̶g̶a̶r̶b̶a̶g̶e̶ Limited Job...
    (2)

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