I know that the developers of Final Fantasy XIV have the opinion that the blue mage job can't be implemented into the regular job system "roaster" without being OP.
Thats why they excluded him into a special role as a so called "limited job".
I myself dislike the idea that balance wise not all FF jobs can be included into the regular job system. Since Final Fantasy XI Online and other Offline titles managed it also to include the BLU job into the normal job system - this is what i think is a matter of balancing.
I know that Yoshi P. and his team likes the idea of having the BLU as classic as in the very old FF titles and not as in Final Fantasy XI Online.
I myself believe on the other hand, that the Bluemage should be a more melee orientated hybrid caster since lot of his bestiary bluemagic spells rely on being in close target range. Wether it is a fire breath and many other frontal cone AoE spells.
Also a melee mage is something that we really do not have - besides red mage who only engages in melee combat for burst damage.
My appraoch and concept on the other hand is kind of the versa form of a red mage. A mage that engages in melee combat to built up bestiary mana points and uses his blue magic for burst damage. And i also think that it fits the concept quiet well, since bluemagic is a sort of magic that is obtained by engaging enemy monsters.
In the current state bluemages more or less spam their spells without any pause.
LIMITED SPELL SET BY SPELL TYPE CATEGORIES
First of all what would help in my opinion to guarantee that every BLU has a good mixture of a spellreportoir is that we split the blue magic spells into different types and put a limit on the amount of spells of every type.
So that for example you have a maximum of 3 spells per spell type which you can equip from the spell library of the blue mage spellbook to a maximum amount of 12 blue magic spells. How much spells it should be in the end - thats a matter of balancing, this picture should be just an example:
1. Single direct damage spells (max. 3/3)
2. AoE spells (frontal one AoE, PBAoE etc.) (max. 3/3)
3. Weakening Spells (DoT (Poison etc.), Debuffs) (max. 3/3)
4. Support Spells (Buffs, Self-Heal) (max. 3/3)
BLUE MAGE GAUGE / BESTIARY MANA RESSOURCE
The nature of blue mages is to engage enemies / monsters in combat in order to learn monster abillities. In many games such as in Final Fantasy X the playable character Kimhari constantly has to draw (and store) monster abillities from the enemies in order to perform monster abillities afterwards.
My idea is to implement an extra mana ressource for the BLU which fills up if he engages in (melee) combat with the enemies. As i said before its kind of the opposite version of the red mage, which fills up his ressource with magic and later on engages in melee combat for burst damage.
The magic bar could for example be split into four different segments. To cast a BLU spell at least one segment of BLU MP is needed to cast a bluemagic spell.
So that BLU spells also differentiate in the amount MP segments needed to cast the specific spell as well as in damage and casting time (matter of balancing). So there are different "tiers" of blue magic spells. Once you can use more often and others that only can be casted irregularly:
This should prevent the BLU job to cast healing spells or other high damage top tier spells (1000 needles etc.) on a regular basis and to prevent them from spamming these special spells.
FILLING THE GAUGE WITH (MELEE) ROTATIONS + ABILLITIES
The magic ressource of the BLU is filled up by executing melee combo attacks as in the example shown here. It shows a combo of 3 melee attacks after an other, the first one gains no BLU magic, the second one gains one magic point, the third attack in the combo grants 2 blue magic points at once. So that after each combo you can fill up a total of 3 mana points - not the maximum of 4 which is needed to cast "top tier Blue magic"
Alternatively, if the plan of SE is to stick with the pure magic role, it should be also possible to implement basic blue magic combos:
But personally in my opinion - and as i already said before - the melee / magic hybrid role such as in Final Fantasy XI would be much more optimal for the BLU since most of his magic relies on being in close combat range to the targets. As well as it would be the first real mage that primarly engages in melee range - it would be more different to the casters which we have now in the game.
Since a regular combo would only grant 3 BLU Magic segments it is not optimal to cast a spell which costs about 4 BLU MP segments. If he'd wish to cast a top tier spell which costs 4 magic points he need to do 5 melee attacks in a total - which should be inefficent in order to limit the use of a top tier spell.
In my approach an extra abillity - MP drain - which is locked on a re-use timer grants the BLU to cast a top tier spell every 30 seconds without having a gap in the skill rotation. So that in the end low and mid tier blue magic spells can be casted more frequently. And about every 30 seconds the BLU could draw additional MP from the target in order to excecute a top tier BLU spell.
ROTATIONS - AN EXAMPLE
In this example, BLU gains 3 MP segments for a full melee combo. At each end of a combo he can use a BLU spell for 3 segments.
So that in the end a rotation could look like that:
1.For a starter a DoT or buff spell + a low tier direct damage spell is used.. (Costs: 1 + 2 MP points)
2. ... followed by an other combo with a mid tier BLU spell.. (Costs: 3 MP points)
3. .. in the end an other triple melee combo + the MP drain abillity is used (re-use of 30 seconds) in order to gather 4 MP for a flawless high level tier BLU spell. (Costs: 4 MP points)
To summarize my approach:
- Creation of 4 different magic type categories for the BlU (single damage, AoE damage, weakening spells (DoT / Debuffs), Support Spells)
- There is a limit for the amount of spells per spelltype (3/3/3/3) in order to grant a good mixture of spells
- The Blue gets an own magic ressource
- The mana ressource needs to be filled up while engaging in (melee) combat in order to prevent BLU from spamming blue magic spells
- Differentiation into low, mid and high tier BLU spells by cost and casting time
- skill rotations limit how often top tier blue magic spells can be used
Youtube Video of the melee blue mage in Final Fantasy XI Online
WHY ADVANCED JOB INSTEAD OF "LIMITED" JOB?
If BLU becomes an other job for the job system he would'nt be "limited" anymore to only play specific content.
I took the term "advanced" since we know that term already from Final Fantasy XI Online - which described jobs that were unlocked if you had a standard job class at a minimum of lv 30.
Additionally the BLU has not a fixed skill set and has a little bit more freedom in setting your skills, he requires much more effort in order to receive his skills. A concept which i could imagine also for other job classes like the beastmaster (who has to tame different monsters before to use them as a pet) or the puppetmaster job as well (different setups for his automatons).
Thank you in advance for your opinions (and thumbs ups as well^^)