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  • #16
    Re: BLU abilites?

    Originally posted by Omni-Ragnarok
    id really hate to see blue magic be also dependant on tp. will it follow normal tp rules like 100+ to do anything? or any tp at all? if it did follow tp rules as we know it now, a blu will need to be melee equipped rather than mp equipped. having to melee to 100+ and use your /ja to activate blue magic renkei/mb and to have enough mana to use it seems a bit too much. if you cant get to 100+ and/or dont have the /ja ready, your 1000 needles turns into 10 needles? gah, the horror.

    thats another thing, aoe. you know theres always those super dense and oblivious players running around or heck, just bad timing/judgement will ruin a party in a matter of seconds. think of dropping a goblin bomb on a darter in boyahda thinking you got space but it tags 1 leech, which in turn links the 20 other leeches in the zone. if suppose you can refrain from using aoe skills if you know where you are going before hand, but you know theres going to be those players that just dont listen. goodness.....
    No, I don't think it'll follow the normal TP rules like needing 100% TP and such. More that it considers what TP you currently have and uses it as a sort of multiplier with probably 300% being closest to what the mobs would normally do. Kind of how I think the Avatars work for the SMNs, they have TP but the damage their Blood Pact stuff does is just measured against the TP. It doesn't consume the TP only uses as a measure, but with the Avatars their TP depletes on it's own too if you aren't fighting.

    That was the idea how I understood it anyway, the TP only being a measure what is really being consumed is the MP. In that essence it's almost suggesting against a BLU to use the stuff like Blue Chain and such because they'd have to build TP up to 300% again to get the max potential out of their spells.

    So it kind of becomes a balancing act for them to deal optimal damage.


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    • #17
      Re: BLU abilites?

      Good thinking on that last Point Mact. Wich makes me beleive that its unwise for a Blue Mage to backline unless it is an endgame senerio. Figure that in endgame /sam or the Opu-Opu Necklace can be used to charge TP for the spells, and just not use the TP untill near the end. But at this point we'll all have to wait or see, or in my case rush to the quest get it done, and explore it myself :3

      I am definatly going to love this job class though... I can feel it.

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      • #18
        Re: BLU abilites?

        If 1000 needles was subbed, they would really need to control enmity. I would think that any thing that did 1000 damage to me would die a very very unsightly horrible death. But then again I would survive, and then kill them. Ummm huge damage of level 70 blood pacts + 1000 needles *wets himself*

        I wonder how this would work in ballista? *bad naughty thoughts*
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        • #19
          Re: BLU abilites?

          Since 1000 damage is basically equal to an ancient magic, I really doubt that 1000 needles will be available through /BLU. It will probably require at least BLU level 50, maybe 60.

          If you think of it as the BLU version of Flare, it really isn't that amazing. Especially compared to some of the other stuff in that list...
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          • #20
            Re: BLU abilites?

            Originally posted by Karinya
            Since 1000 damage is basically equal to an ancient magic, I really doubt that 1000 needles will be available through /BLU. It will probably require at least BLU level 50, maybe 60.

            If you think of it as the BLU version of Flare, it really isn't that amazing. Especially compared to some of the other stuff in that list...
            actually, if it is allowed to use 1000 needles as part of a renkei... it WILL be amazing.
            close a renkei at lv.50-60 with 1000 dmg? that's pretty amazing to me.
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            • #21
              Re: BLU abilites?

              Does anyone have a link to a clearer list?
              Like, with spaces in-between the spells, and maybe even their names?

              This is really cool, but it's a huge-ass wall of text, and you don't know what the spell names are... some you can guess and stuff, but it'd be interesting to know the name, because, if we know that, we know which mob to go after.

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              • #22
                Re: BLU abilites?

                Well, it's from a DAT that contains the helpful lines of info that scroll across the top of your screen when you hover over an abilitly, trait, magic, and weapon skill. It's probably possible to find their names in another DAT, but it could be trickey matching them together if they aren't listed in the same manner.

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                • #23
                  Re: BLU abilites?

                  Here's your blu magic list without the stat mods of having those abilities "set", but with the minimum required level to use and also MP costs.


                  Foot Kick 01 Blue Mage 5 Deals critical damage. Chance of critical hit varies with TP.
                  Pollen 01 Blue Mage 8 Restores HP.
                  Sandspin 01 Blue Mage 10 Deals earth damage to enemies within range. Additional effect: Accuracy Down.
                  Power Attack 04 Blue Mage 5 Deals critical damage. Chance of critical hit varies with TP.
                  Sprout Smack 04 Blue Mage 6 Additional effect: Slow. Duration of effect varies with TP.
                  Wild Oats 04 Blue Mage 9 Additional effect: Vitality Down. Duration of effect varies with TP.
                  Cocoon 08 Blue Mage 10 Enhances defense.
                  Metallic Body 08 Blue Mage 19 Absorbs a certain amount of damage from physical and magical attacks.
                  Queasyshroom 08 Blue Mage 20 Additional effect: Poison. Duration of effect varies with TP.
                  Battle Dance 12 Blue Mage 12 Delivers an area attack. Additional effect: DEX Down. Duration of effect varies with TP.
                  Feather Storm 12 Blue Mage 12 Additional effect: Poison. Chance of effect varies with TP.
                  Head Butt 12 Blue Mage 12 Damage varies with TP. Additional effect: "Stun."
                  Healing Breeze 16 Blue Mage 55 Restores HP for party members within area of effect.
                  Helldive 16 Blue Mage 16 Damage varies with TP.
                  Sheep Song 16 Blue Mage 22 Puts all enemies within range to sleep.
                  Blastbomb 18 Blue Mage 36 Deals fire damage to enemies within area of effect. Additional effect: "Bind."
                  Bludgeon 18 Blue Mage 16 Delivers a threefold attack. Accuracy varies with TP.
                  Cursed Sphere 18 Blue Mage 36 Deals water damage to enemies within area of effect.
                  Blood Drain 20 Blue Mage 10 Steals an enemy's HP. Ineffective against undead.
                  Claw Cyclone 20 Blue Mage 24 Damages enemies within area of effect with a twofold attack. Damage varies with TP.
                  Poison Breath 22 Blue Mage 22 Deals water damage to enemies within a fan-shaped area originating from the caster. Additional effect: Poison.
                  Soporific 24 Blue Mage 38 Puts all enemies within range to sleep.
                  Screwdriver 26 Blue Mage 21 Deals critical damage. Chance of critical hit varies with TP.
                  Bomb Toss 28 Blue Mage 42 Throws a bomb at an enemy.
                  Grand Slam 30 Blue Mage 24 Delivers an area attack. Damage varies with TP.
                  Chaotic Eye 32 Blue Mage 13 Silences an enemy.
                  Sound Blast 32 Blue Mage 25 Lowers Intelligence of enemies within range.
                  Death Ray 34 Blue Mage 49 Deals dark damage to an enemy.
                  Smite of Rage 34 Blue Mage 28 Damage varies with TP.
                  Digest 36 Blue Mage 20 Steals an enemy's HP. Ineffective against undead.
                  Pinecone Bomb 36 Blue Mage 48 Additional effect: Sleep. Duration of effect varies with TP.
                  Jet Stream 38 Blue Mage 47 Delivers a threefold attack. Accuracy varies with TP.
                  Uppercut 38 Blue Mage 31 Damage varies with TP.
                  Mysterious Light 40 Blue Mage 73 Deals wind damage to enemies within range. Additional effect: Weight.
                  Terror Touch 40 Blue Mage 62 Additional effect: Weakens attacks. Accuracy varies with TP.
                  MP Drainkiss 42 Blue Mage 20 Steals an enemy's MP. Ineffective against undead.
                  Venom Shell 42 Blue Mage 86 Poisons enemies within range and gradually reduces their HP.
                  Blitzstrahl 44 Blue Mage 70 Deals lightning damage to an enemy. Additional effect: "Stun."
                  Mandibular Bite 44 Blue Mage 38 Damage varies with TP.
                  Stinking Gas 44 Blue Mage 37 Deals wind damage that lowers Vitality and gradually reduces HP of enemies within range.
                  Awful Eye 46 Blue Mage 32 Deals water damage that lowers Strength and gradually reduces HP of enemies within a fan-shaped area originating from the caster
                  Geist Wall 46 Blue Mage 35 Removes one beneficial magic effect from enemies within range.
                  Magnetite Cloud 46 Blue Mage 86 Deals earth damage to enemies within a fan-shaped area originating from the caster. Additional effect: Weight.
                  Blood Saber 48 Blue Mage 25 Steals HP from enemies within range. Ineffective against undead.
                  Jettatura 48 Blue Mage 37 Enemies within a fan-shaped area originating from the caster are frozen with fear.
                  Refueling 48 Blue Mage 29 Increases attack speed.
                  Sickle Slash 48 Blue Mage 41 Deals critical damage. Chance of critical hit varies with TP.
                  Frightful Roar 50 Blue Mage 46 Weakens defense of enemies within range.
                  Ice Break 50 Blue Mage 142 Deals ice damage to enemies within range. Additional effect: "Bind."
                  Self-Destruct 50 Blue Mage 100 Sacrifices HP to damage enemies within range. Affects caster with Weakness.
                  Cold Wave 52 Blue Mage 37 Deals ice damage that lowers Agility and gradually reduces HP of enemies within range.
                  Filamented Hold 52 Blue Mage 38 Reduces the attack speed of enemies within a fan-shaped area originating from the caster.
                  Hecatomb Wave 54 Blue Mage 116 Deals wind damage to enemies within a fan-shaped area originating from the caster. Additional effect: Blindness.
                  Radiant Breath 54 Blue Mage 116 Deals light damage to enemies within a fan-shaped area originating from the caster. Additional effect: Slow and Silence.
                  Feather Barrier 56 Blue Mage 29 Enhances evasion.
                  Flying Hip Press 58 Blue Mage 125 Deals wind damage to enemies within range.
                  Light of Penance 58 Blue Mage 53 Reduces an enemy's TP. Additional effect: Blindness and "Bind."
                  Magic Fruit 58 Blue Mage 72 Restores HP for the target party member.
                  Death Scissors 60 Blue Mage 51 Damage varies with TP.
                  Dimensional Death 60 Blue Mage 48 Damage varies with TP.
                  Bad Breath 61 Blue Mage 212 Deals earth damage that inflicts multiple status ailments on enemies within a fan-shaped area originating from the caster.
                  Eyes On Me 61 Blue Mage 112 Deals dark damage to an enemy.
                  Maelstrom 61 Blue Mage 162 Deals water damage to enemies within range. Additional effect: STR Down.
                  1000 Needles 62 Blue Mage 350 Shoots multiple needles at enemies within range.
                  Body Slam 62 Blue Mage 74 Delivers an area attack. Damage varies with TP.
                  Memento Mori 62 Blue Mage 46 Enhances magic attack.
                  Frenetic Rip 63 Blue Mage 61 Delivers a threefold attack. Damage varies with TP.
                  Frypan 63 Blue Mage 65 Delivers an area attack. Additional effect: "Stun." Accuracy varies with TP.
                  Hydro Shot 63 Blue Mage 55 Additional effect: Enmity Down. Chance of effect varies with TP.
                  Spinal Cleave 63 Blue Mage 61 Accuracy varies with TP.
                  Feather Tickle 64 Blue Mage 48 Reduces an enemy's TP.
                  Voracious Trunk 64 Blue Mage 72 Steals one beneficial effect from an enemy.
                  Yawn 64 Blue Mage 55 Puts all enemies within range to sleep.
                  Infrasonics 65 Blue Mage 42 Lowers the evasion of enemies within a fan-shaped area originating from the caster.
                  Frost Breath 66 Blue Mage 136 Deals ice damage to enemies within a fan-shaped area originating from the caster. Additional effect: Paralysis.
                  Sandspray 66 Blue Mage 43 Blinds enemies within a fan-shaped area originating from the caster.
                  Diamondhide 67 Blue Mage 99 Gives party members within area of effect the effect of "Stoneskin."
                  Enervation 67 Blue Mage 48 Lowers the defense and magical defense of enemies within range.
                  Firespit 68 Blue Mage 121 Deals fire damage to an enemy.
                  Warm-Up 68 Blue Mage 59 Enhances accuracy and evasion.
                  Hysteric Barrage 69 Blue Mage 61 Delivers a fivefold attack. Damage varies with TP.
                  Tail Slap 69 Blue Mage 77 Delivers an area attack. Additional effect: "Stun." Damage varies with TP.
                  Amplification 70 Blue Mage 48 Enhances magic attack and magic defense.
                  Cannonball 70 Blue Mage 66 Damage varies with TP.
                  Heat Breath 71 Blue Mage 169 Deals fire damage to enemies within a fan-shaped area originating from the caster.
                  Lowing 71 Blue Mage 66 Gives enemies within range a powerful disease that prevents recovery of HP and MP.
                  Disseverment 72 Blue Mage 74 Delivers a fivefold attack. Accuracy varies with TP.
                  Saline Coat 72 Blue Mage 66 Enhances magic defense.
                  Ram Charge 73 Blue Mage 79 Damage varies with TP.
                  Temporal Shift 73 Blue Mage 48 Enemies within range are temporarily prevented from acting.
                  Actinic Burst 74 Blue Mage 24 Greatly lowers the accuracy of enemies within range for a brief period of time.
                  Reactor Cool 74 Blue Mage 28 Enhances defense and covers you with magical ice spikes. Enemies that hit you take ice damage.
                  Plasma Charge 75 Blue Mage 24 Covers you with magical lightning spikes. Enemies that hit you take lightning damage.
                  Vertical Cleave 75 Blue Mage 86 Damage varies with TP.

                  Double Post Edited:
                  An interesting note: Some blue magics are element based. Might mean staves would be useful for those nuke/enfeeble-type abilities. Also some of the really nice moves, 1000 needles and bad breath, are obtainable at lvl 62 and 61 respectively, and cost 350 mp and 212 mp to cast, respectively. I don't see a refresh ability, just an aspir-like move....

                  Blu seems very powerful. And I certainly envy its A- sword skill, potential dmg output, and multi-enfeeble in one blu magic skills (since I'm a RDM). However it seems to have reasonable limits in mp, spell progression, and though I don't have numbers, probably also in recast times.
                  Last edited by arkaine23; 04-18-2006, 08:40 AM. Reason: Automerged Doublepost
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                  • #24
                    Re: BLU abilites?

                    Originally posted by Omni-Ragnarok
                    id really hate to see blue magic be also dependant on tp. will it follow normal tp rules like 100+ to do anything? or any tp at all? if it did follow tp rules as we know it now, a blu will need to be melee equipped rather than mp equipped. having to melee to 100+ and use your /ja to activate blue magic renkei/mb and to have enough mana to use it seems a bit too much. if you cant get to 100+ and/or dont have the /ja ready, your 1000 needles turns into 10 needles? gah, the horror.

                    thats another thing, aoe. you know theres always those super dense and oblivious players running around or heck, just bad timing/judgement will ruin a party in a matter of seconds. think of dropping a goblin bomb on a darter in boyahda thinking you got space but it tags 1 leech, which in turn links the 20 other leeches in the zone. if suppose you can refrain from using aoe skills if you know where you are going before hand, but you know theres going to be those players that just dont listen. goodness.....
                    Donut worry, Omni, I'll be your lovely BLU~
                    There will be cake.

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