I doubt that the voice of a insignificant nobody like me would reach the devs, but I still may as well give the fair attempt.. and so, I intend to break my silence today, and speak.
my choice of topic... Blue Mage. In particular, Blue Mage spells. it makes me sad that many Blue Mages refer to certain Blue Mage spells as "trash" and "useless", and more sad that this attitude toward these certain spells is valid, as certain spells do.. quite lack.
the topic that I will address here, is my personal ideas on how some of these spells that are referred to as "trash" and/or "useless" spells, could be improved, to make them better, at least enough so that my fellow Blue Mage will no longer think of them as "trash" or "useless"; if not.. to my hope, perhaps even improve them just enough, for my fellow Blue Mages to consider them as "useful", be it in casual or easy activities, or even in more difficult and challenging activities.
I hope that some how, to all of you, developers of FFXIV, these words find their way, and at least get a bit of notice and consideration; even if in the end, naught becomes of it.
alright, introduction aside... here are my ideas on how to improve these 19 spells that are referred to as "trash" and/or "useless", including a few oGCD spells referred to as completely inferior to the other oGCD spell that they share a recast timer with, and also 2 spells that I simply would love to see improved.
Spell number 1, #3 in the Spell Book: Aqua Breath. the issue with this spell is that it is far too weak, compared to alternative options, but not quite like other spells, if taken into consideration that Spell Speed and DoTs is the best DPS of Blue Mages, Aqua Breath at least has potential, since its main damage lays in inflicting the water-element "Dropsy" DoT.
my idea for Aqua Breath is to improve its potency a little, enough that Blue Mages will consider this spell and its DoT as "worth using".
in actual numbers, my suggestion is to increase Aqua Breath's base potency from 140 to 150, and buff Aqua Breath's Dropsy DoT from potency 20 for 12 seconds, to potency 50 for 18 seconds. as a alternative, Aqua Breath's base potency could be reduced from 140 to 130, and Aqua Breath's Dropsy DoT buffed from potency 20 for 12 seconds, to potency 50 for 21 seconds.
for a balance, double the MP cost of Aqua Breath from 200, to 400.
Spell number 2, #4 in the Spell Book: Flying Frenzy. the issue with this spell is that although it could be a valid movement spell, its potency is too low for most to consider it as "worth it", and many Blue Mages instead choose the Spell J-kick.
my idea is to raise the potency of Flying Frenzy high enough to be considered as "worth using". in actual numbers, my suggestion is to increase the base potency from 150, up to 210. for a balance, raise the MP cost of Flying Frenzy to 300.