I believe that BLU can work as a job that isn't restricted to certain level caps and banned from certain (Read: Most) content. I feel it's almost there in its current implementation and really just a short leap from its current state into something that would have no issues going into the game proper.
As such, I wanted to put together a thread where people can discuss their views and ideas behind changes that could be made in order to facilitate the moving of BLU into a more unlimited role (Also, setting a precedent for future "Limited Jobs" to not have to deal with the same asinine restrictions)
Since, BLU is pretty fun, with lots of potential that it seems such a waste to relegate it to minor side content and having new content be released as a secondary to the main game.
So, to start with I thought I'd put out there some ideas to changes to the core mechanics of BLU and the issue with "Not having learned necessary skills for DF"
Base Mechanic Changes:
BLU is now only restricted from accessing the Duty Finder up until level 50. At which point, a series of side quests will become available which will each unlock a Whalaqee Totem for a new skill (Detailed Below). The finishing of all quests in this chain will unlock access to Duty Finder content.
BLU now has stats on their weapons. Due to this, they now receive a normalized level of Magic Power from INT. Weapons from level 1-50 are available from Battlefield Supplies vendors in Limsa Lominsa, Ul'dah and Old Gridania. Weapons from 50-60 from Battlefield Supplies vendor in Ishgard and weapons from 60-70 available from merchants throughout Gyr Abania and Othard. In addition, new weapons are added to dungeons from levels 50-70.
Ability Changes:
All skills now have a minimum level requirement, restricting their usability in level sync'd content in addition to meaning a level requirement in order to learn a skill.
In addition, certain skills will now apply one of a number of debuffs. These debuffs have no impact on the enemy itself and are merely used for BLU's own combo effects, as a result they are appplied to all enemy targets and are unaffected by diminishing returns.
Off-Guard:
The increased damage dealt to a target affected by this skill is reduced from 50% down to 20% in order to allow base potencies to be increased.
Peculiar Light:
The cooldown of this skill is increased to 90 seconds up from 60 seconds. The magical damage increase provided by the skill is reduced from 30% down to 20%.
Mighty Guard:
Reworked - Now functions as a party cooldown skill. Reduces physical and magical damage taken by the party by 10% for 30 seconds. 180 second cooldown. This affect does not stack with Troubador bonuses.
White Wind:
Now has a cooldown of 120 seconds. Also, as a result, it now has a minimum heal of 50% of your maximum health to improve consistency.
Various Skills:
Base potency of many basic damage skills has been increased to 170 up from 100/110/120/130
New Skills and Skill Redesigns:
Aqua Breath now applies the debuff "Water" to targets in lieu of Dropsy.
*NEW* Bubble Spray functions the same as Aqua Breath and is obtainable from Megalocrabs throughout the world.
High Voltage now has a combo bonus against targets afflicted by the debuff "Water". Combo potency increased to 230 up from 130. This skill has a cooldown of 15 seconds.
*NEW* Electrocute functions the same as High Voltage and is acquired from a Whalaqee Totem unlocked by one of the new level 50 side quests.
The Ram's Voice now applies the debuff "Ice" to targets in lieu of Deep Freeze.
The Dragon's Voice now has a combo bonus against targets afflicted by the debuff "Ice". Combo potency reduced to 250 down from 310. Deadzone decreased from 8 yalms to 4 yalms. This skill has a cooldown of 18 seconds.
Flamethrower now applies the debuff "Fire" to targets.
*NEW* Heat Breath functions the same as Flamethrower and is acquired from a Whalaqee Totem unlocked by one of the new level 50 side quests.
Fire Angon now has a combo bonus to targets affected by the "Fire" debuff. Combo Potency is 240 and applies a damage over time effect with potency of 15 with duration of 15 seconds. This skill has a 20 second cooldown.
*NEW* Blastbomb functions the same as Fire Angon and is acquired from a Whalaqee Totem unlocked by one of the new level 50 side quests.
*NEW* Quasar deals unaspected damage to targets in an area with the potency of 400. Acquired from a Whalaqee Totem unlocked by one of the new level 50 side quests.
*NEW* Toxic Shell functions the same as Song of Torment. Acquired from a Whalaqee Totem unlocked by one of the new level 50 side quests.
*NEW* Beta functions the same as Eruption. Acquired from a Whalaqee Totem unlocked by one of the new level 50 side quests.
Feather Rain potency decreased to 100 from 180. Damage over time potency decreased to 10 from 20. Duration increased to 60 seconds up from 6 seconds.
*NEW* Leafstorm functions the same as Feather Rain. Acquired from a Whalaqee Totem unlocked by one of the new level 50 side quests.
Mountain Buster potency increased from 310 to 400. No longer deals reduced damage to targets beyond the first.
*NEW* Earth Shake functions the same as Mountain Buster. Acquired from a Whalaqee Totem unlocked by one of the new level 50 side quests.
Shock Strike potency increased from 310 to 600.
*NEW* Blitzstrahl functions the same as Shock Strike. Acquired from a Whalaqee Totem unlocked by one of the new level 50 side quests.
Glass Dance potency increased from 290 to 900
*NEW* Ice Break functions the same as Glass Dance. Acquired from a Whalaqee Totem unlocked by one of the new level 50 side quests.
Veil of the Whorl now also causes damage taken to increase the targets magical damage taken by 5% for 4 seconds.
*NEW* Maelstrom functions the same as Veil of the Whorl. Acquired from a Whalaqee Totem unlocked by one of the new level 50 side quests.
The idea of these changes are to make the base foundations of BLU feel solid. With less reliance on Off-Guard and Maim and Mend to do appreciable damage, leveling alone will feel more enjoyable and lead into experimenting with more spells instead of spamming just 1000 Needles.
In addition, alternative skills for currently RNG gated ones within Trials/Dungeons are made available through several short side-quests (Each quest will unlock multiple totems to reduce the investment of time needed to get your skills online). In addition, their minimum level requirements are spread throughout levels 1-50 so some will be usable in level sync'd content. Of course, completionists as well as those whom wish to use alternate skill animations are still able to farm the duties to learn the original spells.
Also, the basis for the job's playstyle is created. Through the application and capitalization of numerous elemental debuffs, they will carve out a dynamic playstyle for themselves. With new skills adding to this system with new element skills (Such as Air, Void, Earth, Poison, Bleed etc.) and/or new ways to consume existing debuffs.
This will allow players to tailor their skillset to find a selection of combos and elements that they like to use in order to deal their damage.
In addition, they will also be able too access various unaspected abilities which have powerful effects but don't feed into their elements and combos, while also having their Primal oGCD abilities (Also, their non-primal more reasonably attained variants) to use alongside their combos.