Blue mage and Time mage seem too powerful for basic or average jobs. If they ever get implented, it'll have to be an advanced job.
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I do not see why people do this, I mean the classes are not even in the game, even if they were they are not that powerful. Sure Blue Mage has some great abilities, but you have to have that ability used on you and lived through it. Which is not easy in most cases. Also some of the helpful Blue Magic spells need other classes to help you get, like Beast Master and all. I think the classes are diverse and nice, not overpowered.
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I do agree that the super ability is a little powerful, so here's my idea for one.
Use ANY ability(ability, magic, excluding uniques) of ANY member (enemy, ally) in current battle for NO MP. Free raise? Yes. Free nuke? Sure. Free heal? Of course.
Too powerful? Depends on party and monsters, BUT is still not quite as powerful as the one listed.
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Originally posted by Cedric-Archaon
I GOT BLUE MAGE TOO LOLZORS :dead: :spin: :spin: :spin: :spin: :spin: :angel: :mad:http://www.livejournal.com/users/zandria_/
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Dra Bmyhad Ec Toehk - FF7
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Final Fantasy XI - Zandria
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A Summoners Journey (The Live Journal) >>>> A Summoners Journey the Movie
BecomingThe Movie: The tale of the Journey of a Blue Mage
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A few things I"d like to add:
1. In FF5, Blue Mages could use swords like Red Mages, so I think the same ability should be for Blue Mages in FFXI if there were any.
2. The ability to axquire the abilities should be Lancet just like in FFX.
I do like the idea of them sensing greater details of enemies though..........
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Blue Mage is the most overpowered job in FFTA, by far. Bad Breath and Night own the world.
Bad Breath has a ridiculously high success rate; even against bosses, I've never seen it fail to land at least one status effect. This is without Concentrate.
Night has 95%+ success rate of sleeping all characters (allies and enemies)... but all your party members have super inexpensive no-sleep rings that you can buy in the store. Oh, and now that everyone's asleep, run around and Bad Breath them for all status effects with 100% success rate. A winner is you.
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A Summoners Journey (The Live Journal) >>>> A Summoners Journey the Movie
BecomingThe Movie: The tale of the Journey of a Blue Mage
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Originally posted by Spider-Dan
Blue Mage is the most overpowered job in FFTA, by far. Bad Breath and Night own the world.
Bad Breath has a ridiculously high success rate; even against bosses, I've never seen it fail to land at least one status effect. This is without Concentrate.
Night has 95%+ success rate of sleeping all characters (allies and enemies)... but all your party members have super inexpensive no-sleep rings that you can buy in the store. Oh, and now that everyone's asleep, run around and Bad Breath them for all status effects with 100% success rate. A winner is you.
www.abusive.com/broken
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Originally posted by Xavius
Also some of the helpful Blue Magic spells need other classes to help you get, like Beast Master and all. I think the classes are diverse and nice, not overpowered.
I rather like the idea of the 2 hr drawing the enemy's special ability with 100% rate (as opposed to the rate of 60% for being hit by it) and using it instantly for no mp cost (if it is a 1 PT member support it should be cast on self). This, however, would be unreliable to save your PT from certain doom so there may be much better alternatives.
Originally posted by Xavius
I do not see why people do this, I mean the classes are not even in the game, even if they were they are not that powerful.
I've seen a thread like this elsewhere, and someone there suggested that Blue Mages should be forced to choose a certain amount of spells to carry with them. I agree with the concept. I have no idea how many mobs are in the game, but can you imagine having that many spells at your disposal... not an idea I like very much."One born from the mouth of a dragon, rising towards the heavens with Light and Darkness, a sleeping promise shall awaken." ~Mysidian Legend
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2. The ability to axquire the abilities should be Lancet just like in FFX.
Instead name their technique Draw, like FFVIII.I ain't no flapjack!
60 SAM, 44 MNK, 30 WAR, 15 THF, 10 NIN, 8 WHM, 7 BLM, 6 BRD, 6 RNG, 6 DRK, 3 DRG
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Just for the record, I'd rather see it be more like Blue Knight so there's a class somewhat closer to the war/rdm combination. (No, Ninja does not count.) This lets them take advantage of most, if not all, of the weapons. :-)
Starting stats-wise... uh, physical ability of a Paladin, magic ability of a Dark Knight. (Same starting HP/MP as both.)
Job trait to definitely have - Resist DoT. Crawler farming at low levels for these guys just got a lot easier. So did going against Bard-class enemies. (This isn't the same as Auto-Regen, BTW - it's meant to resist just the DoT effects, like Dia, Poison, Bio, etc., and whatever side-effects they have.) Also, possibly a Beastman Killer trait as well, around lv15 - again, kind of in keeping with this being somewhere between a Paladin and a Dark Knight.
2-hour... kind of a hybrid between Chainspell and Manafont, you can cast things with half the delay for half the MP, lasts 1:30. (Most blue magic will have pretty high casting times to begin with, anyway, aside from the weaker ones.)
Other little notes... should probably be the only class to get WSes on throwing weapons (which would be interesting), but also gets all WSes on swords (1- and 2-handed), clubs, and staves; under "clubs", they should be able to equip hammers (I mean, wtf, why are those a WHM-only weapon :-> Give 'em to a class that can use them to inflict REAL damage!); and they should be able to use crossbows.
Things to watch out for: would this class subbing RDM be overly powerful? (Fast Cast might make this work a little TOO quickly.)mnk26 / rdm16 / blm7 / war5
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blue mage does not suck...SE needs to add this.
The blue mage could possibly siphon the powers of enemies equal in level to him. That would balance it I think. Or have the enemy use their skill on him a couple of times before he learns it, deaths do not count.NSC
1998-
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Interesting.
I know if the Blue Mage class became avaliable, I would play it. Finally, a mage class that the Elvaans would be good at.
Having the ability to learn the attacks and magic of mosters around your same level wouldn't really make any sort of power imbalance...especially if the attacks learned were based on some sort of level up structure.
Say, if you were to have learned "Bomb Toss", the attack would only be lvl 1. The more you used it, the more the attack leveled, making the ability less powerful than the monster you learned it from. Bah. But I don't know. I don't work with Square, though I wish I did. Just throwing some ideas out there for no reason.-Orbitz cleans another dirty mouth-
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Abelhan/Khahone (Ifrit)
BST-30, MNK-30, WHM-25, BLM-10, RDM-10
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