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  1. #1
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Nalien View Post
    Spells and specific content for Blue Mage aside, what I really want more than anything is something like this;



    An option like this would be amazing IMO. Would allow Blue Mage to just queue for dungeons, Roulettes even, you'd just be put into a queue with other Blue Mages (and other future Limited Jobs) or people who don't mind being paired with Blue Mages as regular Jobs. Like I can't tell you the last time I bothered with most of the Roulette options, it's just been so long I don't remember, but if I could do them as Blue Mage? That sounds fun...

    While I'm on the topic... We can't do Squadron dungeons as Blue Mage? Really? Like come on SE, what am I meant to be doing with Blue Mage exactly?
    Problem with limited queues is, how would it work? All BLUs? (And future limited jobs) making it similar to deep dungeon/pvp where the party composition is random? Or would it require a proper party setup of tank/healer/2 dps for dungeons and 2 tanks/2 healers/4 dps for trials?

    If all BLUs, as the OP said, the job isn’t well rounded enough yet. If you queued into a trial and got 7 other BLUs, how would you handle it? Who would tank? Who would OT? Who would heal? You can’t do healing other than white wind, you can’t provoke or mitigate, all BLUs just won’t work as they currently stand until they can work as other roles. Even in regular dungeons it can be tough to do fights as all BLUs while synced, now imagine getting paired with randoms who don’t have mighty guard or white wind yet.

    If a proper party composition, you run into one of two problems. Either BLUs will be too overpowered for a regular party and there will be no reason to not queue limited. Or the reverse, BLU will be too underpowered and no one will. If the former, why not just make BLU a regular job (with its lower level cap). If the latter, limited queues simply won’t work.

    Quote Originally Posted by Destati View Post
    - I'd like to see more spells that can be "combo'd", something that could be incorporated into a potential rotation. The Chimera spells are a good start but as it stands I feel the spells generally lack "flow".
    Personally I really like what they’ve done with spells like aqua breath and high voltage, where one applies a DoT and the other gets buffed if the enemy has that DoT, kinda like ffxi’s ninja where using an elemental ninjutsu lowered the enemy resistance to the opposing element, so hitting them with a water ninjutsu lowered their thunder resistance, then hitting them with a thunder ninjutsu would lower their resistance to earth and so on.

    I’d like to see the elemental spells reworked to be like that so you’d cycle through them and do more damage for cycling than just spamming one spell (e.g. aqua breath 130 potency > high voltage/glower 130 potency buffed to 150 potency by aqua breath > plaincraker 130 potency buffed to 150 potency by high voltage And so on.

    This way you’d have to choose, waste more spell slots on damage spells to keep your rotation going, or take less damage spells and have more room for utility.
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    Last edited by Cabalabob; 04-08-2019 at 04:31 AM.