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  1. #1
    Player
    Covenant's Avatar
    Join Date
    Jan 2014
    Posts
    175
    Character
    Seraphyn Carbuncle
    World
    Excalibur
    Main Class
    Gladiator Lv 100

    Thoughts on: Blue Mage Spell Damage, buffs, Combos and Elemental "Aura"

    I keep having the same thoughts as I look at Blue Magic Base Damage...its all the same.
    "220 for all mobs" is common. Same with single hit damage. Much like with other jobs,
    why couldn't Base Damage be divided between "Tiered" single damage attach, group damage attacks AND COMBO damage.

    When talking Tiered, think Water Cannon > Water Cannon "2" etc. A level 1 spell should be replaced by increasing spells even if you only increasing potency of spells. Another way of saying this a level 1 water cannon acts the same at level 80 (except for your base damage).

    While there a combo, they are few and far between. If the is a combo, its buff magic or physical spells using and tingle. While these "buffs" serve their purpose, I'd much rather combo in the traditional battle system of 3 move combos maximize damage each step. Take fire spells for example, much like black mage pvp, each fire spell damage increase the fire status a mob receives.

    Finally, I'd like a system based on the spells equipped granting Blue Mages additional buff/debuff against particular elements or physical damage. For example, equipping enough "fire points" will grant Fire Resistance/Water Weakness/Fire Damage up. Or, equip slashing spells grant Slash damage up/blunt down etc.

    Just food for thoughts.
    (0)

  2. #2
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,247
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    I'd love new spells who combo'd old spells indeed.

    Like a Chocobo Kick that would combo after Goblin Punch. More like to create a more fluid dynamic. We already have some isolated combo cases, but just a few.

    The elemental damage could be a nice idea for a gauge. Thinking something like Eureka's magia board - that either spins periodically or after you hit with a certain element. It surely has the potential, but I don't think they're willing to go that far unless they expand BLU's gameplay somehow in 7.0.
    (0)

  3. #3
    Player
    BowWow's Avatar
    Join Date
    Oct 2015
    Posts
    22
    Character
    Pugs Mcfancy
    World
    Cactuar
    Main Class
    White Mage Lv 70
    I'd love new spells who combo'd old spells indeed.
    Here is a new spell from the 7.45 update:
    Deals unaspected damage to all enemies in a straight line before you with a potency of 220 for the first enemy, and 50% less for all remaining enemies.
    Additional Effect: Potency is increased to 400 when enemies are paralyzed. The Paralysis effect is also removed.

    I am surprised we did not get any spell combos locked behind status effects in this update. I think the only combos we have are:

    Level 5 Petrify -> Drill Cannons
    Aqua Breath -> High Voltage
    Stun -> Sharpened Knife
    Toad Oil -> Self-destruct
    Deep Freeze -> The Dragon's Voice
    Aqua Breath -> Northerlies
    Black Knight's Tour -> White Knight's Tour
    Slow -> Black Knight's Tour
    Petrify or Deep Freeze -> Ultravibration
    Peripheral Synthesis -> Mustard Bomb
    Peat Pelt -> Deep Clean
    Winged Reprobation -> Conviction Marcato
    Bristle -> Any Spell
    Whistle -> Any Physical Spell
    Tingle -> Any Physical Spell

    Most of these are based on status effects and cannot be used in most raids and trials, so that is a bummer.


    In any case, I also would like more synergy/interactions within the Spellbook. I do not like when they add two spells in the same update that only work with each other such as Peripheral Synthesis and Mustard Bomb. It would be nice for new spells to also work with older spells (e.g. 4-tonze Weight has an additional effect with Lightheaded). Shout out to Peat Pelt + Deep Clean when we already had a mud spell, Feculent Flood.
    (1)

  4. #4
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 90
    I would've liked to see them lean more into spells like Saintly Beam. More spells targeting specific types of enemies. Strong against mech, strong against wavekin, strong against vilekin, etc.
    (3)

  5. #5
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,247
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by BowWow View Post
    Here is a new spell from the 7.45 update:
    Deals unaspected damage to all enemies in a straight line before you with a potency of 220 for the first enemy, and 50% less for all remaining enemies.
    Additional Effect: Potency is increased to 400 when enemies are paralyzed. The Paralysis effect is also removed.

    I am surprised we did not get any spell combos locked behind status effects in this update. I think the only combos we have are:

    Level 5 Petrify -> Drill Cannons
    Aqua Breath -> High Voltage
    Stun -> Sharpened Knife
    Toad Oil -> Self-destruct
    Deep Freeze -> The Dragon's Voice
    Aqua Breath -> Northerlies
    Black Knight's Tour -> White Knight's Tour
    Slow -> Black Knight's Tour
    Petrify or Deep Freeze -> Ultravibration
    Peripheral Synthesis -> Mustard Bomb
    Peat Pelt -> Deep Clean
    Winged Reprobation -> Conviction Marcato
    Bristle -> Any Spell
    Whistle -> Any Physical Spell
    Tingle -> Any Physical Spell

    Most of these are based on status effects and cannot be used in most raids and trials, so that is a bummer.


    In any case, I also would like more synergy/interactions within the Spellbook. I do not like when they add two spells in the same update that only work with each other such as Peripheral Synthesis and Mustard Bomb. It would be nice for new spells to also work with older spells (e.g. 4-tonze Weight has an additional effect with Lightheaded). Shout out to Peat Pelt + Deep Clean when we already had a mud spell, Feculent Flood.
    That's all fun and neat, but then you realize that most of the examples you cited are quite useless due to how much better is just alternating Vibes on dungeon trash pulls, the specific content where that would apply.

    They, however, would have a lot more usefulness if we could actually be able to complete dungeon log objectives solo, because then you'd have to use something else than Ram's + Ultravibration to clear your path. I suppose you can still use them on FATEs, but eh...
    (0)

  6. #6
    Player
    BowWow's Avatar
    Join Date
    Oct 2015
    Posts
    22
    Character
    Pugs Mcfancy
    World
    Cactuar
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Raikai View Post
    That's all fun and neat, but then you realize that most of the examples you cited are quite useless due to how much better is just alternating Vibes on dungeon trash pulls, the specific content where that would apply.

    They, however, would have a lot more usefulness if we could actually be able to complete dungeon log objectives solo, because then you'd have to use something else than Ram's + Ultravibration to clear your path. I suppose you can still use them on FATEs, but eh...
    Yes, I know that. That is why I did not mention dungeons or that they were useful in X scenario. I mentioned trials and raids because I want to use the spells there, so I would like some of the additional effects to be useable without resisted status effects like Peripheral Synthesis. In any case, I was just trying to show how small the list of combos are in the Spellbook. Even if every combo I listed was useable everywhere, the synergy in the kit would still be lacking.
    (1)
    Last edited by BowWow; 07-23-2023 at 07:48 AM.