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  1. #1
    Player
    Dalcour's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    7
    Character
    Kris Dalcour
    World
    Goblin
    Main Class
    Samurai Lv 80

    Blue Ideas/New Job Idea(s)

    Ok, I'm terrible at forum stuff but hear me out:
    Blue Mage:
    Can we change the aspects of BLU, instead of being a limited job how about possibly doing the following...

    BLU, the only magical job (right now) to have 4 roles! Tank, DPS, Healer or All Rounder (keep the original limited BLU content). Based on the role taken, BLU can equip specific magics. Give BLU job specific armor where the armor MAGICALLY adjusts to the role of your choosing.
    For the story (haven't finished it myself) the OG BLU (a Hrothgar that maybe looks like Kimahri Ronso from FFX or something or Quistis from 8..I dunno lol) explains the true purpose and power behind the Blue Mage and that everything we have learned thus far was a hoax for money. This would give the ability for BLU to join the ranks of all the other jobs.

    Puppetmancer!
    Ok... now for a new job idea. Puppetmaster/Geomancer.... why not both!? Geomancer that's weapon is a Puppet! DPS role that can be physical or magical, similar to RDM. A sort of Lulu and Kankuro (Naruto) mix. Weapon slot can either be animators similar to that in FFXI or the puppet itself. This wouldn't necessary make it a pet job like Beastmaster as the puppet is an extension of you, your HP and MP. There are 3 types of puppets for each level, a physical (SAM/DRG style), a ranged/magical (BLM style) or a mixed style (RDM).
    The close physical style will use ice and wind style attacks.
    The ranged will use lightning and fire style attacks
    The mixed will use water and and earth style attacks.
    Although that may be TOO complicated.

    But just some ideas, feel free to take them and roll with them and maybe add your own ideas to it. I know mine are kinda terrible lol...
    (2)
    Last edited by Dalcour; 11-19-2020 at 08:54 PM. Reason: Accidentally pressed Enter T_T;

  2. #2
    Player
    Bacent's Avatar
    Join Date
    Nov 2013
    Location
    Kweh
    Posts
    1,834
    Character
    Bacent Rekkes
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    I still think Choco Meteor should be a Blu LB skill, if not a normal spell for them with a long cooldown
    (1)
    Please show support for chocobo boots to be added -> http://forum.square-enix.com/ffxiv/threads/323512-Suggestion-for-an-item-to-be-added-to-gold-saucer-Chocobo-Boots

    Unhappy with how they implemented Mahjong? -> http://forum.square-enix.com/ffxiv/threads/381358-Mahjong-is-the-most-depressing-mini-game-you-ve-added-to-XIV

  3. #3
    Player
    Ilenya's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,508
    Character
    Aurora Vlondett
    World
    Balmung
    Main Class
    Arcanist Lv 100
    I feel like, what should really happen, is have BLU as it stands right now, but when you unlock a certain set of spells it unlocks BLU as that specific "Role" where you are forced to use those skills, plus X number of other skills of your choice, but allows you to do DF stuff properly as that role, with needed stat changes as required (ie, BLU tank needs more Vit/HP to be a proper tank). I'm not sure this could actually work, but it would guarantee that, if a BLU is in the DF at random, they actually have the "required" skills to do their job effectively.
    (1)

  4. #4
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,287
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Let its fate be one way or another, Blue Mage really needs a job gauge to become more engaging.

    I thought about an Elemental Wheel inspired by Eureka's, that changes dynamically pointing what spell aspect you should use next, like a combo. Blue Mana would be the resource to Primal spells and other overpowered spells like White Wind, Death and HP% spells. Blue mana starts full 100 and recharges on the successful aspected combos: the amount you get keeps growing with each successful combo. Primal spells should be used as OGCD as usual, but they don't share a recast time anymore. You need to choose based on where the Elemental Wheel is.

    Other changes on spells that are probably overdue:
    - Loom being ogcd, instant and with 2 or 3 charges
    - Moon Flute having its "downtime" aspect removed or being a -50% damage done, because the way now it is a terrible design. Just wander around doing nothing? Not even MCH after old overheat was that jarring.
    (2)
    Last edited by Raikai; 11-20-2020 at 03:52 AM.

  5. #5
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,792
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    The problem with making BLU a normal job is that there's no way to guarantee someone will have all the necessary spells learned (or set) at any given level. Not unless you have them learn everything automatically like the other jobs, but that kind of defeats the purpose.

    Agreed on Loom and Moon Flute. They both fee really bad right now. Loom's cast time means it's only ever useful for the few carnivale fights that require it. Any other time it's faster to just run. Moon Flute is similar. It's only useful as a carnivale finisher or in very specific "I know the boss if going to jump in exactly 15 seconds" situations.
    (0)

  6. #6
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,287
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Brightamethyst View Post
    The problem with making BLU a normal job is that there's no way to guarantee someone will have all the necessary spells learned (or set) at any given level. Not unless you have them learn everything automatically like the other jobs, but that kind of defeats the purpose.
    That's (although I would love to take part in regular content) why I'm not holding my breath for that to happen, because to do so in an un-convoluted way, they would have to implode the system they brought up not long ago, and I really see think it's unlikely.
    (0)

  7. #7
    Player
    RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,147
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    I can do without being able to queue Roulettes or normal DF with BLU. That's honestly opening a giant can of worms that should be left alone unless they change the entire job itself.

    However I feel like it should share the same level cap as every other job in the game and as such be able to queue into things like Eureka and Bozja given the way those zones were made. Additionally if they aren't going to put actual stat/substats on the BLU weapons then possibly have them provide boosts to certain spells, spell types, elements, etc and have some spell combo's that don't rely on status effects that are more usable on higher level duty content where enemies are immune to most if not all status effects.
    (0)

  8. #8
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    ugh this topic AGAIN. blu is never gonna be a real boy. plus yet another thread that will get lost with all the others because you didn't find one of the (many) other threads that already exist and just add thoughts there.
    (0)

  9. #9
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Of course I'd like to see blue mage receive some changes but I've wrote a lot on that already (preference to actually a 'designed for solo play blue' with emphasis on interactive kit building via Hades or Diablo 3 affix concepts or DF-able blue), so... just yeah of course lol.

    As for new jobs, here's two of a few I've generally thought would be cool to see:

    Probably my most wished for would be a Harmonixer (Yuri, Shadowhearts), Devil Trigger (Dante, Devil May Cry), Chaos (Vincent, FF7/Dirge), Esperkin (Terra, FFVI) inspired sort of job. The latest FF also looks like it might have the concepts I was hoping for (in the trailer). The job's gimmick of course being able to shapeshift and in that would create different gameplay loops and styles in what is hopefully a very fluid experience with designs that encourage some shifting so you don't sit on just one form (like SMN might sit on only one egi depending on the content). Now it doesn't have to be dark theme'd (and or mystical/magical like Epser), I'd still probably like a shapeshifting job that wasn't like the things I mentioned above- just my bias. For a weapon I thought a it might be unique to use armor concept here- as it would also likely allow for a smooth customization of your forms, via a shawl, sash, vincent like cape, scarf like accessory (a cloth like thing that is around your shoulder area). Like other jobs you can have some diversity in appearance but acting as a sort of medium for help in transformations (perhaps it has a slight animation as if alive), during transformation animations it could surround and weave with you making transition animations easier / smoother, this item being able to show up in your transformations as well. Like for easy example if you pictured you had a red Vincent cape and you turned into a wolf you'd also have something like that on your wolf, this helps get around that issue that transformation based jobs usually spend a decent amount of time looking the same to each other. It would also give them a fairly unique appearance since they'd in effect have their own unique armor slot.

    Geoknight, a Golbez, Ex-Death, Sauron (Lord of the Rings) inspired battle mage. Wielding something like a huge bludgeon weapon and or crystal pylons (float behind, infused with elements, used in combat mechanics). Being a battle (bruiser) mage they might have dragoon armor with their AF armor being very heavy looking in appearance (so it'd be a DD, but you could easily make it a tank.. just that we've already 4 and so I doubt they'll add another for a long while lol). Focusing on very crunchy and aggressive looking attacks, like they might rest their weapon on their shoulder and with the other hand do an uppercut attack that causes huge spire of earth to pierce the target. Rather than positional they'd have some area control mechanics with their pylons and a little bit of engineer light concepts to interweave between heavy attacks (their area control not being simply set it and forget it, by having mechanics like weaving two areas together and separately having their own benefits, with of course some abilities that offer them a little bit of leeway like true north on positional jobs). With someone that suggested gravity magic being one of the things they do I liked to think that's why they're able to wield such heavy armor and are strength focused- something about gravity makes me think of Goku in the time chamber lol.
    (0)
    Last edited by Shougun; 11-20-2020 at 08:48 AM.

  10. #10
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by RitsukoSonoda View Post
    Additionally if they aren't going to put actual stat/substats on the BLU weapons then possibly have them provide boosts to certain spells, spell types, elements, etc and have some spell combo's that don't rely on status effects that are more usable on higher level duty content where enemies are immune to most if not all status effects.
    Other games have solved the boss immunity to debuffs very easily.

    "If mob is immune to stun, damage dealt is X% greater".

    But regarding main stat on weapon, there really is zero reason why this isn't a thing. Blu's aren't going to be insanely overpowered simply because they have a few hundred extra INT in their kits. Especially when everything they do is a carbon copy of 200-220 potency skills.

    My addition on how to make BLU better?

    Place Tank / Healer / DPS dummies in each city where they can use Aetherial Mimicry to attune to them instead of having to search for the roles.

    Or, alternatively, allow us to mimic Chocobos when they are tank / healer / attacker stance.
    (0)
    Last edited by Deceptus; 11-20-2020 at 09:28 AM.
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

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