Hello everyone, so recently I have completed my journey with Blue Mage (BLU) – obtained all spells and I wanted to share my experiences as well as provide suggestions on what adjustments I think BLU should receive. First off let me say that the job thematic appearance is perfect and fits exactly what a BLU should look and feel like – peculiar mages with a heroic theme. However, when it came to their execution I feel that it was a bit rushed and not much thought was given to certain circumstances that should have been addressed long ago.
Dependency Problems
Let’s start off with the most concerning issue; Blue Mages have a dependency problem. Unlike the other jobs in the game BLU has to hunt for their spells, it’s a part of their identity and understandable; however, you cannot expect a BLU to search for 3-7 other people to help them get spells without some type of compensation for their trouble. How can this be remedied? Here are some quality of life suggestions.
- Allow BLU (Caster DPS) to access the duty finder but with a limitation. In order for players to get paired with BLU in dungeons they must either be a BLU themselves, or they must enable a setting that reads “allows pairing with limited jobs”. By itself it won’t really motivate players to enable it, so what I propose is whenever a player has this option enabled and is paired with BLUs any non-BLU will automatically get the “adventure in need bonus” as a gift for partying with a BLU. If the BLU is removed from the party the bonus will become null to prevent abuse; however, if the BLU leaves the party from their own freewill everyone who was there before will still get the bonus. (I must also stress to make this option easily visible in the duty finder menu, for players that do not usually go into the settings.)
Survivability Problems
The second issue with BLU is their survivability. One of the greatest hurdles I had while getting my primal spells was in the Leviathan Extreme and Garuda Extreme battles. In order to survive their ultimate attacks I would depend on a healer to shield me while using anything defensive in my arsenal – Diamondback/Toad Oil, to survive the slaughter. Whether we like it or not the way to kill old primals has changed and we cannot expect players to do mechanics the old way because we decided to join a pony farm, or wondrous tale to attempt to even have a chance of getting our spells. But I’m sure many of you would say to then make a BLU learning party; however, the issue with that is nobody joins those since there is nothing in it for them, and a BLU party cannot tank the primals efficiently nor deal good damage. So how can this be remedied? Here are some quality of life suggestions.
- BLU HP should scale on par with what tanks HP was at the BLU cap. (Defense remains untouched)
- Mighty Guard: Remove damage penalty. New penalty is doubles MP cost of all spells. (To discourage them from always keeping it on. They aren’t tanks, but they should be able to solo efficiently.)
Damage Problems
The third issue with BLU is their single target damage. When it comes to AOE damage they definitely are one of the best; however, when it comes to single target damage they are really lacking compared to the other jobs of the same level cap. I think the potency of single target spells need to be reevaluated. Sure you can say to use a spell combo, but in many encounters you cannot use a spell combo because the boss/enemies are immune to the effect; In addition for the effort and time it takes to obtain primal spells they should be much more powerful. So here is what I think should be remedied with quality of life improvements.
- Sharpened Knife: Base potency increased to 200.
- Water Cannon: Base potency increased to 180.
- Off-Guard: Duration/Recast increased to 1 minute.
- Eruption: Base potency increased to 300. (Increase based on recast, effort, and spell that is shared with recast.)
- Feather Rain: Base potency increased to 280. (Increase based on recast, effort, and spell that is shared with recast.)
- Glass Dance: Base potency increased to 500. (Increase based on recast, effort, and spell that is shared with recast.)
- Mountain Buster: Base potency increased to 380. (Increase based on recast, effort, and spell that is shared with recast.)
- Shock Strike: Base Potency increased to 380. (Increase based on recast, effort, and spell that is shared with recast.)
- Veil of the Whorl: Duration Increased to 1 minute. (Increase based on recast, effort, and spell that is shared with recast.)
Obtainability Problems
Finally, the final issue I wanted to touch upon today and the one that I feel needs the most attention is the RNG of the spells we need to obtain to do our job. As we know the higher the rank of the spell the harder it is to earn; however, the chance to learn some of these spells is outright ridiculous for the amount of effort we have to put in. For example the primal skills took me 30+ kills with ramuh taking me 130+ kills. It shouldn’t be this hard to get something that is part of the job kit. Here is what I suggest:
- Rank 1 Spells: 100% chance of learning upon killing an enemy that uses the skill.
- Rank 2 Spells: 80% chance of learning upon killing an enemy that uses the skill.
- Rank 3 Spells: 60% chance of learning upon killing an enemy that uses the skill.
- Rank 4 Spells: 40% chance of learning upon killing an enemy that uses the skill.
- Rank 5 Spells: 20% chance of learning upon killing an enemy that uses the skill.
Thank you! For spending the time to read these suggestions.