You don't need a full party of BLU to learn a spell.
Back in my day, the party just split up between BLU and normal jobs to get the duty cleared, and then we swapped.
/boomer rant


You don't need a full party of BLU to learn a spell.
Back in my day, the party just split up between BLU and normal jobs to get the duty cleared, and then we swapped.
/boomer rant




Okay BLUmer.


Honestly I still recommend this approach for Glass Dance in particular. Shiva EX is a bitch and a half sync'd if everyone doesn't know how to handle it. I did it with split parties back then and it took a while, but we all got it with minimal fuss.



Collecting spells is one of the core aspects of BLU... If you don't like it, the job might not just be for you...
im baby
Oh I was having a blast collecting spells, it's just the ones that require 8 people are particularly frustrating due to a strange choice of making Raise difficult to get. Perhaps it works great in Japan, but here on English servers people generally don't want to run it twice and don't want to go healer and carry a bunch of underpowered blue mages out of the kindness of their heart.
There's a lot of mental gymnastics going on to justify Square's strange decisions, they could and should just make Raise easier to get so we can do 8-man BLU trials like it was supposedly intended. Angel Whisper is not some end-game overpowered spell, especially considering its brutal 5-minute cooldown. They could also just do away with the arbitrary restriction on KO'ed players learning spells, but that's heresy to suggest such a thing.
Others have mentioned in this thread workarounds: to either a) run the content twice with a half normal job makeup or b) just run it again for the people that died. The BLUs that get the spells on the first run are really not likely to stick around, and in the vast majority of my experiences rarely do. Maybe for the 4 man content, but not 8. On reflection, perhaps my issues lie more with the community rather than upon the job design.




Are you able to ask your FC or static to run things with you?


You can get primal spells at 100% if you're synced on Hard mode.
Don't tell me you're dying everytime you try those. Either you don't even try to do the combat or you barely even went to farm these.
The way BLU has been implemented and design is not the best, surely, but you're exagerrating on the spell gathering.
Besides, you don't even need a full BLU party.
It's not rare to see BLU group halved with some normal job and BLU jobs and do the content twice to be sure it happens well.
There are no mental gymnastics going on LOLOh I was having a blast collecting spells, it's just the ones that require 8 people are particularly frustrating due to a strange choice of making Raise difficult to get. Perhaps it works great in Japan, but here on English servers people generally don't want to run it twice and don't want to go healer and carry a bunch of underpowered blue mages out of the kindness of their heart.
There's a lot of mental gymnastics going on to justify Square's strange decisions, they could and should just make Raise easier to get so we can do 8-man BLU trials like it was supposedly intended. Angel Whisper is not some end-game overpowered spell, especially considering its brutal 5-minute cooldown. They could also just do away with the arbitrary restriction on KO'ed players learning spells, but that's heresy to suggest such a thing.
Others have mentioned in this thread workarounds: to either a) run the content twice with a half normal job makeup or b) just run it again for the people that died. The BLUs that get the spells on the first run are really not likely to stick around, and in the vast majority of my experiences rarely do. Maybe for the 4 man content, but not 8. On reflection, perhaps my issues lie more with the community rather than upon the job design.
It's a hard mode trial, you aren't really expected to die in a hard mode trial in which you outgear said trial quite significantly. If all the trials required extreme modes, then you'd have a case. If people are dying in trials on hard mode, they're dying out of their own negligence. Pay attention to the trial and you don't die.
Not even trying to justify the implementation at this point, just trying to figure out why on earth you'd need raise for a hard mode trial.
If you want to argue that the cooldown should be shorter; I'd agree. If you want to argue that KO'd players should still learn the spell; I'd agree. But moaning about what requirements you need to go through in order to obtain Angel Whisper and then doing it under the guise of people not being bothered to stare at their screen and then move a little to dodge an AoE....
Where, exactly, did SE say "Blue Mage parties should contain nothing but Blue Mages"? Back when it was new, I joined FC parties and ran low-level Blue Mages through low-level instances for spells by tanking for them, as well as providing DPS for higher-level instances where both Tanks and Healers were also involved. Moved on to another instance once all the Blue Mages in the party 'got the spell' they wanted.
Resurrections were the least of their worries.
?? just do the mechanics, my guy. you shouldn't need raise to clear seven year old content.
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