Spell number 15, #49 in the Spell Book: Veil of The Whorl. this poor spell gets most regarded as a "trash" spell in the Blue Mage community, and its competitor Glass Dance is vaunted as "simply superior". if the issues with Veil of The Whorl were addressed even a little, it could be a fairly good Blue Mage Tank spell... my idea for improvement?
my two suggestions are to either make Veil of The Whorl a unique counter, with its counter potency scaling to how much damage a attack hits for, which would give it the edge in certain situations, to out-do Glass Dance, or to.. at the least, please.. give Veil of The Whorl some much needed love and a buff. my suggestion is to increase counter potency from potency 50 to potency 75.. but at the least, grant it a buff to its counter to be as good as Warriors' Vengeance.
while, if you.. the devs, would rather not hand out a buffed counter to a full party of Blue Mages, then please.. just limit it to a Aetherial Mimicry: Tank buff. i would love for Veil of The Whorl to be a Spell that Blue Mage tanks can use and benefit from, more than using Glass Dance.. but, that will only happen if Veil of The whorl is improved.
Spell number 16, #56 in the Spell Book: Chirp. this spell is regarded as "useless" just because it only inflicts the Sleep status ailment, while its competitor Acorn Bomb, has the higher range and inflicts the same Status Ailment. my idea for Chirp is to change it into a fairly good Blue Mage Tank spell.
my suggestion is to give Chirp a Aetherial Mimicry: Tank effect, that will add a additional effect to the Spell's base inflicting Sleep effect, with the additional effect being that of B-rank Squonk's(a Paissa) Chirp, which is to also inflict a 15 second duration 15% generic damage-down debuff. this would stack with Bad Breath's unique damage-down debuff "Virulent", and improve Chirp into a Tank spell as valuable as Bad Breath.
Spells number 17 and 18, #65 and #66 in the Spell Book: Black Knight's Tour and White Knight's Tour. these two look good... at first. but they are actually a little lacking, due to in any case where their debuff and Status Ailment can not be inflicted, they lose out to any other potency 220 GCD spell, and the Blue Mage community then condemns them as "trash" spells.
my suggestion is to increase the base potency of both spells from 200 to 220, and increase their additional effect potencies from 400 to 440, so that they can compete with other potency 220 GCD spells, and their combo not be a "potency loss".
with this buff, though.. their combo would gain a fair lead over other spells in Dungeon activities, so for balance, I would suggest also increasing the MP cost of both spells from 300 to 500.


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