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Does SE plan on implementing more Blue Mage spells?

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  • Does SE plan on implementing more Blue Mage spells?

    I understand we've had a recent update for spells, but there are still some spells that haven't been implemented yet. For example, not a single Empty mob gives a spell. There are also some spells that'd be of great use to both a BLU and the party (For example, Thinkers have Winds of Promyvion, an Erase spell. If this were a party-targetable Blue Magic spell, It'd increase BLU's support functions in a party.)

    I understand that some of the moves the Empty use are ludicrous (I'm not asking for the Seether's Occultation with the 25 shadows, or the NM Gorger's Fission move that makes the tiny copy.) but some of them would be quite useful to players and parties.

    Aside from this, since some CoP mob-only spells (Wild Carrot) have been implemented, are there any plans to implement more? (such as, for example, CoP bats are the only non-NM bats to have Marrow Drain)

    Thank you for your replies.

  • #2
    Re: Does SE plan on implementing more Blue Mage spells?

    Not a bad suggestion. However, though I haven't gotten too far in CoP, I always assumed BLU doesn't get spells from the Empty due to their nature? They're "empty", they seem to be soulless (a possible indication of this is that they don't drop crystals) and seem to have only fragments of memories; Blue Mages (according to game lore) gain a monster's strength by fusing their soul with their fallen enemies'.

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    • #3
      Re: Does SE plan on implementing more Blue Mage spells?

      That is a good question, though giving Impalement would be just as unbalanced as giving Throat Stab or Everyone's Grudge.

      But then, they do give BLU Self-Destruct and 1,000 Needles.

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      • #4
        Re: Does SE plan on implementing more Blue Mage spells?

        Good question. Though i doubt blu's will ever learn all of the mobs abilities. There are certain Monsters that a Bst cant charm. So i figure there will be spells Blu's just wont be able to learn. But you never know. Down the line you may just see them with a chance to learn a new spell or two..

        Nin75, Bst75. Drk61, War61, Rdm40, All other jobs are 37. All 3 starting city missions completed. All Zilart missions completed. All CoP missions completed. TouA completed.

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        • #5
          Re: Does SE plan on implementing more Blue Mage spells?

          I'm personally more interested in implementing Relic armor and group II merits for the new jobs then more spells.


          Wii code: 6851 9579 6989 9039

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          • #6
            Re: Does SE plan on implementing more Blue Mage spells?

            There are a few mobs that don't teach skills. Leaving out the Empty and weirdness like biological weapons, there are Fomor, Clots, and Wivre. Chigoes don't seem to have moves. I'm not sure if Karakul do anything different than Sheep.

            I'd suggest:

            Fomor: Dancing Chains or Netherspikes
            Clots: Fluid Spread or Mucus Spread.
            Wivre: Demoralizing Roar or Granite Hide

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            • #7
              Re: Does SE plan on implementing more Blue Mage spells?

              Originally posted by eticket109 View Post
              I'm personally more interested in implementing Relic armor and group II merits for the new jobs then more spells.
              Its getting close to 8 months since the other jobs got their Group 2 merits, I think we're overdue for those. I think talk about Relic Armor is too premature. And honestly, if SE adds any more Dynamis zones, i'm going to puke.

              And if they drop in the old Dynamis areas, that really doesn't make sense.

              I'm hoping if there is Relic, it drops in a new endgame zone with appealing gear incentives for every job. Limbus balanced out the gear that was lacking for jobs in sky. This time we need a fully-balanced endgame zone. No one should be slaving away in an endgame zone that offers them no benefit for their job

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              • #8
                Re: Does SE plan on implementing more Blue Mage spells?

                I'm sure as new mobs get added over the course of the game Blus will get new spells, as well as all other jobs being added upon. But for now they got a pretty damn good variety of spells and job traits to choose from. Or at least that's my opinion.
                "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                • #9
                  Re: Does SE plan on implementing more Blue Mage spells?

                  Originally posted by Mouser View Post
                  There are a few mobs that don't teach skills. Leaving out the Empty and weirdness like biological weapons, there are Fomor, Clots, and Wivre. Chigoes don't seem to have moves. I'm not sure if Karakul do anything different than Sheep.

                  I'd suggest:

                  Fomor: Dancing Chains or Netherspikes
                  Clots: Fluid Spread or Mucus Spread.
                  Wivre: Demoralizing Roar or Granite Hide
                  I agree with these, but in all fairness, Wivres were just added, so I can see not having their moves yet. As for clots and fomors, although the moves would be nice, I'm pretty sure that they're part of the same family as their past incarnation (yes, wiki and others differentiate, but they're essentially the same thing, except slightly retooled. I mean, what's the difference between an Elvaan Fomor and a Shadow besides the moves? and if that's the case, CoP bats and rabbits and the like should be a separate species)

                  Also, I agree about group 2 Merits as well, (I'd love to merit more spell points/slots, when I get to that point) but I don't think that makes my question any less legitimate.

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