



100% agreed. It was sold as this job that was so overpowered that it would break group play, but to get the skills requires group play and all of the bosses are immune to it's strongest stuff.One thing is clear from these balance adjustments: SE doesn't intent to turn Blue Mage into a solo monster that can one-shot trial bosses of equal level. They want its damage to remain relatively on par with other DPS jobs, and with the increased rate of learning actions when not in an undersized party, that's pretty much them saying "we want you to team up with others to learn spells."
There's little reason to keep this job limited.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]


Ya, out of the current 49 spells, BLU only has a handfull that are really powerfull.
Death-line spells(Tail Screw, Doom and Missile) are obvious, but most bosses seem to resist it anyway, meaning we would only use them on adds like in Ramuh.
Self Destruct and Final Sting as they can be buffed to very high potencies, Self Destruct at a power over mage limit break 2 and Final Sting at 1.5 melee limit break 1.
White Wind, a very powerfull healing spells.
The rest of the BLU kit right now is very standard stuff, from a bit of CC and boost to straight DMG.




And 5.1 is removing the super Final Sting/Self Destruct combos.Ya, out of the current 49 spells, BLU only has a handfull that are really powerfull.
Death-line spells(Tail Screw, Doom and Missile) are obvious, but most bosses seem to resist it anyway, meaning we would only use them on adds like in Ramuh.
Self Destruct and Final Sting as they can be buffed to very high potencies, Self Destruct at a power over mage limit break 2 and Final Sting at 1.5 melee limit break 1.
White Wind, a very powerfull healing spells.
The rest of the BLU kit right now is very standard stuff, from a bit of CC and boost to straight DMG.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
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