Isn't BLU magic all about copying a monster abilities?
Having custom spells might work better for another limited job, one that's built from the ground up to work with that.
Isn't BLU magic all about copying a monster abilities?
Having custom spells might work better for another limited job, one that's built from the ground up to work with that.
Well i dont even know if the community managers actually read those post and even more if they actually show this to the developers, im just dreaming here because it's been so long since we got a blue mage update, and most of the ppl i play with only do all content once so not having anything new forces me to do it over and over again with new blue mages or players that don't have it unlocked, if we got any of the suggestions i gave it would certainly increase the lifespan of the job, specially the pvp or deep dungeons
OMG yoshida we love you, just in time for that blue mage update, i know we should have this update sooner but pandemic =/
It was exactly as i expected, increasing only to 70 otherwise it would be a lot of content, more than we have time to do with the new raids and relic, a gradually increasing update is perfect.
And i really hope we get some kind of love this time be it with blue mage pvp for fun or making a full party of blue mages to go palace/heaven on high that way solo players that made with other jobs to last floor wont complain that their title have no value, and of course we need a shiny weapon this time, an ultima staff would be amazing, just saying...
Personally, I hope we can get Reraise and it allows us to Raise ourselves without Brush with Death so we can Final Sting a boss twice. With the caveat being that to get it you have to beat the Unending Coil of Bahamut.
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I’m fine with just having access to savage for BLU. It needs a hell of a lot to work cleanly for ultimate, mostly on the healing and tanking sides.
It'd be nice if Tank Mimicry reduces the cost of MP for Diamondback and took away the damage penalty for Mighty Guard. Even counter damage from Ice Spikes and Veil of the Whorl are affected, which is just sad because the players who would use it the most are Tanks. Oh, and Cactguard allowing us to target ourselves.
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This. Mighty Guard doesnt need to have a 75% damage dealt reduction, it was never that much on any tank stance when they did alter your defense and enmity gain. 30 down/25 up with enmity gain is fair if you ask me. But my god, when you try to do the carnival and find out you accidently popped mighty guard, and thats why the fight is taking an eternity? crazy Id even be ok with the higher damage penalty if it raised your maximum HP like the old warrior tank stance did. Auto life would be really nice addition, even if it didnt remove the death penalty from using final sting/self destruct, as it would make transfusion more attractive of an ability.It'd be nice if Tank Mimicry reduces the cost of MP for Diamondback and took away the damage penalty for Mighty Guard. Even counter damage from Ice Spikes and Veil of the Whorl are affected, which is just sad because the players who would use it the most are Tanks. Oh, and Cactguard allowing us to target ourselves.
Last edited by ADVSS; 10-12-2020 at 08:09 PM.
Tank BLU really needs some QoL for tanks, especially for tank swaps. Right now the OT needs to cast MG, then Frog Legs and possible White Wind for a "smooth" tank swap, it's 2-3 cast bars where normal tanks can do it within double weaving.
Tank Mimicry should make the tank needed spells like MG, FL, Cactguard etc. instant cast along with the physical type spells. And devour should give a stacking HP boost if you're in the tank Mimicry stance.
Just a few examples of what level 70 LB spells could look like:
Ame-no-Murakumo
Learned from: Susano (Pool of Tribute) / Gilgamesh (Kugane Ohashi)
Cost: 1 LB Segment
Cast: 4s
Recast: 240s (Shares a recast with various other spells (all LB spells))
Effect: Executes a single target attack with a potency of 3000. (physical damage)
Trine
Learned from: Kefka (Sigmascape V4.0) / GoGo (Masked Carnivale, stage 40)
Cost: 1 LB Segment
Cast: 4s
Recast: 240s (Shares a recast with various other spells (all LB spells))
Effect: Delivers an area of effect attack with a potency of 2000. (astral magical damage)
Atomic Ray
Learned from: Omega (Alphascape V3.0)
Cost: 1 LB Segment
Cast: 4s
Recast: 240s (Shares a recast with various other spells (all LB spells))
Effect: Delivers a line area of effect attack with a potency of 2000. (umbral magical damage)
The One Dragon
Learned from: Yiazmat (Ridorana Lighthouse)
Cost: 2 LB segments
Cast: 1.5s
Recast: 360s (Shares a recast with various other spells (all LB spells))
Effect: Reduces damage taken by all party members by 50% for a period of 10 seconds. Range: 10 yalms
Eternal Flame
Learned from: Suzaku (Hell's Kier)
Cost: 2 LB segments
Cast: 2.4s
Recast: 360s (Shares a recast with various other spells (all LB spells))
Effect: Restores 50% HP and MP of all nearby party members. Revives any KO'd allies. Range: 10 yalms
These LB spells wouldn't consume the entire LB when used, instead they'd only consume their segment cost, retaining the remaining gauge.
Here, the Tank and Healer LB's can compete with conventional Tank/Healer LB3's, and it only takes 2 segments instead of 3 due to a party full of BLU's inevitably resulting in slower limit gauge generation.
The DPS limit breaks are a little more powerful than conventional LB1's, however the LB segment retention allows up to three people to use these DPS LB's at once, the total damage of which would equate to roughly a conventional LB3.
This could allow BLU's to partake in Ultimate's. However with unique rewards attached and not acquiring the conventional weapons and titles from playing with regular jobs.
Last edited by Seraphor; 10-12-2020 at 10:06 PM.
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