I mean, the game already gives you magic totems infused with monster spells, so giving level up abilities isn't impossible to justify.
You realize that it only came out two patches ago, right?
Last edited by Berteaux_Braumegain; 08-24-2019 at 01:43 PM.
I feel like Blue Mage (and future Limited Jobs) would be OK if they had some purpose outside of their own content... like being so crazy OP that they can solo equal level dungeons, or being able to solo side content like PotD and Eureka after it is no longer current.
As Blue Mage is now, screw it, may as well just make it a RDM clone (caster with 1-2 utility spells) and be done with it.
I feel like they could just make you have to "unlock" BLU as a normal class by simply learning all of the abilities that could be considered essential to maximizing its potential and disabling/nerfing abilities that would be OP in current content.
Aside from the instakills/percentage HP damage, the only things that are particularly overpowered for on-level content are Self-Destruct/Final Sting (These deal more damage then a LB 1 when fully buffed up with Moon Flute, Bristle, etc), Eerie Light (30% magic vuln is a bit excessive, but 5-10% would be more reasonable), White Wind (The healing potential of the move is leaps and bounds past what actual healers can put out at the same level even if you're at 50% HP), and Bad Breath (It's essentially Reprisal but with no cooldown and a longer duration if you exclude the other resistable status effects it induces).
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