Skills that are useful in different situations and can be picked via the player's own agency, like a normal RPG; see Grink's suggestion for letting it have stances for all roles.
Skills that are useful in different situations and can be picked via the player's own agency, like a normal RPG; see Grink's suggestion for letting it have stances for all roles.

I would say make the required dungeon skills gained through the story quest for it, something along the lines of having to fight a mob and absorb its skill and use it back to kill it.
Then I would say the rest of the extra skills can be things you can get at your own time for say extra buffs, stuns and such.
At level 50 for example you gain 2 skills that can change you between tank, healer, or if its off, dps.
At 50 it would be about 16-17 skills gotten for each role, and then after 50+ they would add an equal amount to each role.
Kicker would be that you can only queue under 1 role, can't change once in the dungeon, etc.
Last edited by KaimaSansun; 12-07-2019 at 08:58 AM.
Boobs are a dime a dozen, but shapely taters only come once in a lifetime =3
This will probably get buried in this thread but I hope someone sees it.
Weapon: Wand (Gets ranged auto attack like brd)
Resource: Blue Magic Meter that fills up gradually as well as when you successfully use combos.
Combat: Let me start by saying Blue Mages will now have a template when choosing spells
-Blue Magic Template: You will choose from your long list of spells and put them into the template.
3 Basic single target spells used for a combo
3 Basic aoe target spells used for a combo
3 Big attacks (can be aoe or single target) that use Blue Magic from the meter
3 Special spells (this is what makes Blue Mage special): These 3 spells are free range. You can choose any 3 spells that dont fit into the other templates. That includes spells that gives the Blue Mage CC, Heals, Damage, Mitigation, and Debuff spells.
So you have the bare bones of the blue mage where you choose your play style then you have the 3 special spells to change around depending on what your party or raid needs. If you need a BLU to help with heals have them pick up a heal spell or 2, need a BLU to just do more damage then have the 3 slots go to damage spells. Want them to debuff the mob so the party does more damage? or does an aoe haste to buff the party? choose that.
Combat rotation: Combo spells until you have enough Blue Magic in your meter then unload some big damage spells.
Side note: they can add a few slots for CD ability/spells. All the spells for each category will be the same potency to make it so none are chosen over others. It will be based on what spells you like looking at. This layout would make the Blue Mage a jack of all trades and possibly a master of Damage if the right spells are chosen for the specialty slots.
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