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  1. #1
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by AceofRains View Post
    I’d like to start of with saying that I am exceptionally enjoying Blue Mage. I have completed all of my spell hunting and Masked Carnivale. All that’s left really is to complete my log and Best in Slot my gear. I’m more and more hopeful that Blue Mage will make its way into normal content. I’m envisioning Blue Mage as the perfect “All-Rounder”. It’s so close to that execution. That being said, I took notes while climbing on what really needs to be adjusted.

    First of all, I would appreciate one important piece: A Job gauge that I call, “The Libra Gauge”. The Gauge is not a resource bar like other jobs. It is simply available at level 1 and allows Blue Mages to see the “resistances”, both built up and immune by your current target.

    Next I’ll get into what we already have that assuredly needs adjustments. Most of this are quality of life tuning for Aetherial Mimicry.

    -Aetherial Mimicry must be available by Whalaquee totem. 60 is too late to gain such an important ability, however the option learn in dugeon is acceptable. A Whalaquee Totem should become available after level 50. Some of the sync’s learning content could go a lot smoother

    -Role icons should be colorized when using Aetherial Mimicry. When using Aetherial Mimicry on a Blue Mage who has swapped roles, you mimic the role they have taken on, rather than DPS.

    -Aetherial Mimicry itself is uncomfortable to have on the Hotbar for danger of deactivating during a fight. Once it’s gone you can’t get it back.

    -Housing totems for mimicry would be excellent. With this you will always have a place to mimic.

    -Mighty Guard should no longer penalize damage reduction when Mimicing tanks.

    -Angel Whisper’s cooldown is way too absurdly long. I don’t understand why it’s not treated the same as other raise spells while meanwhile Red Mage can fast cast raise for days.

    Keep dungeon mobs immune to instant death. Instant death should be for carnivale and over world use.
    If dungeon mobs were immune to instant death, then there would basically be no reason to not have blue have an optional "for duty finder" mode as they are the most OP thing that blue can do in dungeons that would significantly reduce clear times. As for the other changes, mighty guard should probably retain some penalty, otherwise there would be no reason not have all blues in mighty guard, it just needs to be a much less harsh than currently is, otherwise I agree with a lot of this.
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    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  2. #2
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    Clear times shouldn’t even be an issue. Spell hunting and dungeon runs should feel organic and normal. The addition the Completion log at least helped people not always drop after grabbing a spell, but all in all there’s no reason for instant death to function in a dungeon. At 60 with all spells, playing a different role feels good enough to ignore the instant death spells. Blue Mage needs to be in a place where it can queue with other jobs and that requires foregoing those instant death spells.

    In the same vain as spells like Pom Cure and Gobskin, Mighty Guard can be adjusted to only apply no damage reduction to tanks.
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