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  • #16
    Re: Blu 2hr idea!

    Originally posted by Jokerboy1
    i think u will turn into a giant pie.. and the mob will eat u.. then u will claw ur self outta him! instant kill.... lol

    I liked this idea the best >.>


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    • #17
      Re: Blu 2hr idea!

      Whoo!

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      • #18
        Re: Blu 2hr idea!

        i liked the learn ability better but it dont mkae since to b 2h then u couldnt get all the abilitys that u need bc each monster has many different ws ex:rabbits whirl claws and otehr one is the kick move im at school cant find out wat it is atm
        i still get on here....even though it might not happen often i do!

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        • #19
          Re: Blu 2hr idea!

          Hrm. I don't think having the 2hr as Learn or Lancet is a good idea. I don't think having the 2hr be the one thing that allows a blue mage to learn their abilities is a good idea. Why? Well because there won't be an infinite amount of abilities for Blue Mages to learn. Eventually, the 2hr will become useless and never used again. Not useless in the sense that some 2hrs are worse for party play than others. Useless in the sense that it simply won't have any use at all.
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          • #20
            Re: Blu 2hr idea!

            Originally posted by nanatsu
            Hrm. I don't think having the 2hr as Learn or Lancet is a good idea. I don't think having the 2hr be the one thing that allows a blue mage to learn their abilities is a good idea. Why? Well because there won't be an infinite amount of abilities for Blue Mages to learn. Eventually, the 2hr will become useless and never used again. Not useless in the sense that some 2hrs are worse for party play than others. Useless in the sense that it simply won't have any use at all.
            That is of course assuming that in this version of Blue Magic they don't make it volitile. If they make the spell volitile were the ability to use them can become lost and need relearned then the 2hr would never become useless.


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            • #21
              Re: Blu 2hr idea!

              Yes, but that would mean the mage would have to 'stock up' on spells to be useful in any situation, with a 2 hour wait between mobs.

              I believe the OP's idea is a very likely candidate for a BLU JA.
              Since many of the better moves are cone-AE, even if the learn system is not based on actually suffering an attack, it would make it easier to learn skills while serving to keep the player alive, if only for a bit longer.
              As a 2H, it's functional to an extent without being an extreme at either end of the usefulness scale.
              As a normal JA, it would serve to make BLU very sturdy and flexible, though depending on its length, subbing it could produce some interesting results for some mages...

              In any case, I believe we’ll see it, come expansion.
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              • #22
                Re: Blu 2hr idea!

                That is also assuming that the spell fade after use. What if say you could only learn a certain set of spells, then after the 2hrs or something you loose that set and need to learn a new set. Or even you could only learn a certain set of spells but to learn another set then when the 2hrs activated it wipes your previous set, there's a bunch of possible variations.

                That'll probably be a bit annoying though for party but point is, don't limit your thought to much to just 1 design. At least don't limit it yet until SE gives away little more about it.


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                • #23
                  Re: Blu 2hr idea!

                  Originally posted by Macht
                  LadyPeorth, not all the 2hrs are an "Oh S***" use type. Eagle Eye Shot after Sidewinder and Barrage it's damage is just a little extra. Astral Flow is useless if you are out of MP, so it's to be used in planned attack. BSTs 2hr just enhances what ever monster you've currently charmed useless for last ditch effort if you don't have a pet. BRDs Soul Voice basically lets you lay on 2 of the same effect with the Soul Voice one lasting longer. Mighty Strikes and Hundred Fists is only effective if you can land the hits. Of course the DRGs 2hr is a given it isn't a last effort 2hr.

                  The only ones that seem to really qualify are the SAMs 2hr, NINs 2hr, Invincible, Benediction, Manafont, Chainspell (better if RDM is capable of convert), Blood Weapon, and Perfect Dodge.
                  Astral Flow can be used as an "Oh s***" if there is a link and you need to dispose of your current monster fast and handle the link.

                  Eagle Eye shot? Tank dies and you hafta put the monster down fast.

                  Beast 2hr? Good if it looks like you might die, need your pet to take hate, or absolutely need a pet to try and keep you from dying.

                  Soul Voice. Activate, dual paeons for +18HP regen a tick to everyone or +6 MP regen per tick...or to extend sleep on a mob and increase chance of landing.

                  Mighty Strikes and Hundred Fists...regardless on if you hit or not are strong. Hundred Fists increases your chance of hitting to very high...even if the mob is evasion boosted. Likewise, Mighty Strikes increases the damage you do exponentially. Also if you weren't hitting before...chances are you should not be where you are.

                  Dragoon 2hr is the only one I agree with. This is not an panic button.

                  Edit: While I do agree that some 2hrs must be planned and that they are not all panic buttons in the sense, they all may be used like panic buttons (save DRG) and are mostly only used as panic buttons, probably cause of the steep recast.

                  Back on topic. I was thinking the Blue's 2hr could be a visual learning period of say 3 minutes. During that time, you wouldn't need to be hit by a spell to learn it. This is a kind of varied 2hr rather than the standard "oh s***" button.

                  Only problem is...it isn't really useful in a fight. It also has a limited use...once you learn all self only buff skills and such...it hits its peak. While it would take a while...it still is possible.

                  Might make all attacks AoE...but that again is highly situational.

                  Blood weapon but with MP? Possibly...but seems like a rehash.

                  Perhaps...it will function somewhat like Astral Flow, yet somewhat not. With your 2hr in use, you could perhaps use Beastmen/Arcana/Undead/Wyrmal type enemy skills. This would be somewhat balancing (they'd probably have steep MP costs) and would limit those overpowered moves.
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                  • #24
                    Re: Blu 2hr idea!

                    Yes, but why must one consider the arbitrarily impractical, Macht?

                    Even if the learn effect lasted 2 hours, good PTs usually last much longer than that and the mobs you battle in an area are normally strong against the abilities they use.
                    Going out of your way to relearn abilities would just serve to make it the least popular job in the game.
                    In the case of gil-based jobs, such as NIN & RNG, you can at least sell the items you gather during a PT, a BLU would not have this luxury.
                    I don't understand why you think it needs to be gimped in this manner.

                    Or perhaps I'm just not getting the meat of your proposal?
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                    • #25
                      Re: Blu 2hr idea!

                      Originally posted by Macht
                      That is of course assuming that in this version of Blue Magic they don't make it volitile. If they make the spell volitile were the ability to use them can become lost and need relearned then the 2hr would never become useless.
                      It could be possible that you might not actually learn abilities, but instead you simply borrow them. I suppose that would be too much like the Mime, but it's possible. In the trailer the Blue Mages each showcased a single monster ability, which does support the mime-like idea, but there weren't enough examples to prove it.

                      I suppose it could enable the Blue Mage to take damage to their MP before HP, which would work well seeing as how it's a catch twenty-two like other two-hour abilities. You can provide a little more lengevity in an emergency by tanking, but to pull hate you must use your MP. Using your MP will be depleting your MP, which is what's keeping your alive.

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                      • #26
                        Re: Blu 2hr idea!

                        I'm beginning to agree on how the 2hour shouldn't be something like "learn" or some other ability-gain ability. The 2hour's effect needs to be temporary, refilling, or simply damage. These seem to be the main three types of 2Hours in FFXI so far.

                        RDM: Chainspell is temporary and applicable for refilling oppurtunities or damage.
                        WAR: Mighty Strikes is temporary and damage.
                        PLD: Invincible is temporary.
                        BLM: Manafont is temporary and applicable for refilling oppurtunities or damage.
                        WHM: Benediction is refilling.
                        BRD: Soul Voice is temporary.
                        DRK: Blood Weapon is temporary, damage, and refilling for the DRK only.
                        DRG: Call Wyvern is variant. It depends on how long your wyvern can stay alive or if you do something to leave the server.

                        MNK: Hundred Fists is temporary and damage.
                        THF: Perfect Dodge is temporary.
                        RNG: Eagle Eye Shot is damage.
                        NIN: Mijin Gakure is damage.
                        SAM: Meikyo S. is refilling and damage.
                        SMN: Astral flow is temorary and can be used for damage.

                        Mind the terminology, but nothing here seems to be permanant. Depending on what monsters you fight, the damage from "Damage 2Hours" can be shaken off if they've got a healing ability. The HP you regain from benediction, from a RDM, BLM, or BRD can be lost again. So, the 2Hour for Blue Mage simply cannot be something permanant forever. Besides damage, as that is still variant on what monsters you fight, It'd have to be something melee + mage.

                        Now, unless "Learn/Extract/whatever" were the 2hour, and a temporary ability, wouldn't this make Blue Mage seemingly an undesirable job to play? 2Hour-wise anyway. Nobody seemingly likes DRK 2hour, as the HP drain isn't 100% reliable. Mighty Strikes, Hundred Fists, and Call Wyvern, they're all not such gung-ho abilities.

                        Just think about it, your party is in trouble and in a attempt to save the PT, your Blue Mage activates his/her 2hour ability. This Goblin you pulled is slashing party members left and right. But before you know it, the Blue Mage has extracted a random ability from the Goblin. Now they know how to use "Bomb Toss"? An ability that has a chance to kill him/herself or deal massive damage to the opponent? Sure, this may be 1 particular scenario where the PT is fighting a Goblin. Whereas fighting a different type of monster and learning it's abilities could be more useful. But that's not the point. Every other job's 2hour ability has a usefulness no matter what monster you fight. Even the DRK's and DRG's.
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                        • #27
                          Re: Blu 2hr idea!

                          Imagine if instead you're fighting a crab (what you fight for a long time) and you get the AoE move...or even better Bubble Shield (shell effect). Not too useful during the fight. If the 2hr itself is "Learn" and you learn the move for later...this makes it incredibly anal to level. Not only do you hafta use your move every 2hrs on a different monster...but you also pray you hafta get the right move. Pretty soon you'll see: "Healing Breeze onry" or "No Spike Flail, No Thanks"
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                          • #28
                            Re: Blu 2hr idea!

                            I cant imagine the 2hr being how you learn abilities. No other job is really defined by its 2hr (except for drg, and this one is unlike any others in that it is in theory infinite), so why would this job be any different. All other 2hr's have been a way for short term increased efficiency in whatever that job was designed for. My guess would either be the MP tanking that was mentioned earlier, or something like BST's 2hr in that your next blue magic spell is much more powerful.
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                            • #29
                              Re: Blu 2hr idea!

                              Originally posted by Caspian
                              I cant imagine the 2hr being how you learn abilities. No other job is really defined by its 2hr (except for drg, and this one is unlike any others in that it is in theory infinite), so why would this job be any different. All other 2hr's have been a way for short term increased efficiency in whatever that job was designed for. My guess would either be the MP tanking that was mentioned earlier, or something like BST's 2hr in that your next blue magic spell is much more powerful.
                              But remember also that they said in an interview that the new jobs would introduce whole new ways of playing. So I think at this point anything is probably possible. Depends on their definition of whole new ways of playing.
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                              • #30
                                Re: Blu 2hr idea!

                                Originally posted by nanatsu
                                But remember also that they said in an interview that the new jobs would introduce whole new ways of playing. So I think at this point anything is probably possible. Depends on their definition of whole new ways of playing.
                                True, I didnt think of that.
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