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  1. #3681
    LD
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    Re: Blue Mage: Job Findings

    Congratulations, you just posted things people have suggested repeatedly for the past 21 months (one of which within the last few pages) while attempting to present it as your own. Coming up with the ideas is all we can do to get them added, anything else is wasted effort.

  2. #3682
    2600klub
    I donated 5 bucks and all I got was this shitty title from Zet

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    Re: Blue Mage: Job Findings

    BLU spells give far, far too much TP to the mob per hit. Imo, it's one of our biggest weaknesses. Fix that, and open our entire spellbook for the duration of Azure Lore, and I'd be 100% happy with the job.

  3. #3683
    Melee Summoner
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    Re: Blue Mage: Job Findings

    Make Attack part of damage modifier to BLU physical spells as in Defense for Cannonball, make meat build lucrative.

  4. #3684
    Fake Numbers
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    Re: Blue Mage: Job Findings

    Quote Originally Posted by Kenji
    Thought I'd post here, to get more opinion from the more experienced BLU's. This is a list of the possible changes to the job, that various BLU's have thrown out. If you could only have 2 of these, which two would you take? And which two could you live without? These are in no particular order:

    - 1000 needles adjusts so that it hits more often and a slightly reduced MP cost
    - The following spells get extended duration: Amplification, Saline Coat, Reactor Cool, Plasma Charge.
    - A macro command to set Blue Spells (/emptyset removes all the set blue spells, /set "Plasma Charge" would set that spell)
    - New spells: Mighty Guard(protect and shell for party), Battery Charge(self MP restore), and White Wind, any others?
    - Multi-hit Blue spells giving ony 5 TP per hit to the target instead of 10 per hit.
    - Azure Lore should open a BLU's entire spellbook for its duration.

    If what you want isn't listed, then suggest it. And let's see if we can push through at least a few desired changes. No, auto refresh II and III aren't going on the list.
    Personal preference in order of most wanted to least:

    1) Azure Lore should open a BLU's entire spellbook for its duration; and increase accuracy and potency on HNM (2hnd update).

    2) New spells: Mighty Guard(protect and shell for party), Battery Charge(self MP restore), White Wind, and Fang Rush
    Edit: since I don't think they would give blu battery charge, I would suggest that they change Magic Hammer so that we gain MP based on damage, regardless if the mob has mp or not (i.e like staff weapon skill Spirit Taker)

    edit to 4) Change the way the setting of blu spells works. I think they should only lock the spells you change and add - any spell that doesn't change should not be inflicted with the 1min wait. Example: If I have plasma charge and Actinic Burst for refresh; Disseverment/Frenetic Rip for accuracy bonus; diamond hide and head butt. If I remove headbutt and put Hysteric barrage; I should still be able to cast Disseverment/Frenetic Rip/diamond hide. They designed blu to be very versatile, so let us be versatile

    edit to 3) 1000 needles adjusts so that it hits more often and a slightly reduced MP cost
    edit: slightly reduce mp cost? 1000 damage is peanuts, maybe like tier 4 magic? So, Thunder4 costs 171. So maybe half the mp cost 175mp. Since, its either miss or hit you would average out. But once again, they probably would not change 1000 needles, its a level 62 spell, meaning they probably have to average it out to be like fire3, not thunder4.

    5) The following spells get extended duration: Amplification, Saline Coat, Reactor Cool, Plasma Charge, memento mori (sp), Enervation, and Lowering

    6) Multi-hit Blue spells giving ony 5 TP per hit to the target instead of 10 per hit.

    7) A macro command to set Blue Spells (/emptyset removes all the set blue spells, /set "Plasma Charge" would set that spell)

  5. #3685
    Sea Torques
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    Re: Blue Mage: Job Findings

    Am i the only one who thinks azure lure is just a plain terrible 2hr the way it is right now?
    I know if used with a cannonball setup, you can get some impressive numbers on something. But ive used it a lot, and barely notice the boost in dmg on anything else. Imo it should not only open up youre whole spell book, las longer then it does but should also greatly increase your spell dmg.

    Look at the battle with that BLU in the final ToAU mission. When he uses Azure lure, it blows you away, making eyes on me do inSANE dmg, and potentially one shotting the pld. I dont think it should NEED SATA do be effective.

    IM not saying 2k SACB's arent possible on Cerberus with azure lure, but wouldnt it be better if it was impressive on normal spells? Ive done a regular Disservment on something, and then did a AL Diss, on the same mobm and only noticed a VERY small difference. To make sure it wasnt because i missed a hit, i tried it with VC, as well as with a SAVC and again, only saw an increase of about 100 dmg. The 2hr just seems weak to me, and youll never rely on it to get you out of a slicky situation, and no one will ever cry for you to use it in an emergency.

    What do the rest of you notice?

    btw whats the original youtube video of your sig? I saw it in meet the spartans preview and now im wondering wtf
    Go to youtube, and search for "Chris crocker leave Britney alone". Enjoy

  6. #3686
    Hydra
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    Re: Blue Mage: Job Findings



    you can't ignore this!

    Battery charge for a spell that had a low cost and returned a decent amount of MP. or do something like rdm where u lose hp or w/e for the cost of the mp. but battery charge would be cool.

  7. #3687
    New Odin
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    Re: Blue Mage: Job Findings

    Battery charge for a spell that had a low cost and returned a decent amount of MP. or do something like rdm where u lose hp or w/e for the cost of the mp. but battery charge would be cool.
    Holy shit i can honestly say....... i agree with you.

    It'd have to be totally like weakened or it'd be too powerful... but yeah. I kinda-sorta-agree.

  8. #3688
    LD
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    Re: Blue Mage: Job Findings

    On pots, it only gives them like 30~ or something. I don't think it could get much weaker and be useful. Granted, it's currently the most obvious way to introduce an MP recovery move to BLU, but the the MP cost to MP given ratio would have to be great just so it wouldn't be useless (not to mention the recast).

  9. #3689
    Sea Torques
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    Re: Blue Mage: Job Findings

    30 mp, eh? Well, if it cost 1mp to cast and had a 30 second cooldown...

  10. #3690
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    Re: Blue Mage: Job Findings

    30sec recast is broken. Its gonna be more like a 1:30 base recast timer looking at like 30-60mp returns for a 5mp cast or something.

  11. #3691
    LD
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    Re: Blue Mage: Job Findings

    hmmmmm, you actually gave me an idea.

    Make Battery Charge random between 10 and 100MP at every 10 MP (20,30,40, etc.) with an equal change for each. 5MP cost, 1 minute recast, 3 second cast time. Like an old and rickety machine, you never get the energy you expect... Should average out to be slightly weaker than Refresh (unless you're lucky).

  12. #3692
    I trusted Zet and this is what happened
    Eleven owes me $40 bucks

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    Re: Blue Mage: Job Findings

    actually I have seen decent boosts to my physical dmg with AL, not OMGWTFHAX but a decent boost to an already good zerg, and seems to have more of an effect on IT mobs. Although, this is not conclusive tests.

    Magical I have gotten good boosts to nukes like Eyes on Me, however I would love to see a boost to breath spell dmg while under AL.

  13. #3693
    LD
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    Re: Blue Mage: Job Findings

    The problem is a 30 second ES is a shitty 2H. The bonuses gained are noticable, but not substantial, and especially not to the point of creating a large amount of damage or digging you out of a shitty situation. At the very least, the duration needs to be doubled.

  14. #3694
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    Re: Blue Mage: Job Findings

    I do agree there should be something more to azure lore.

    But it does give boosts to alot of spells and accuracy to alot of spells when needed.

    like in dynamis between AL and Convergence i have landed Int down Vit down def down and magic def down on DL.

    its sad lowing is totally useless now.

    at least AL does give rhauban powered eyes on me dmg lol

  15. #3695
    Sea Torques
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    Re: Blue Mage: Job Findings

    Like LD said, AL the way it is now, has more in common with a Elemental seal then anything else. It won't get you out of a jam, or EVER be relied on, the way it is now. The biggest problem being it doesnt last long enough to make a difference. FOr it to be so short, something that normally hits for 800 dmg should hit for 1400 or something. That way your zerg potential would actually matter. The only boosts ive seen on regular things have been like 100-200 dmg. But at 30 secs, it doesnt add up.

    at least AL does give rhauban powered eyes on me dmg lol
    The dmg boost he gets from his 2hr is just 2 awesome for words.

  16. #3696
    Nidhogg
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    Re: Blue Mage: Job Findings

    Quote Originally Posted by Takiwaki
    I do agree there should be something more to azure lore.

    But it does give boosts to alot of spells and accuracy to alot of spells when needed.

    like in dynamis between AL and Convergence i have landed Int down Vit down def down and magic def down on DL.

    its sad lowing is totally useless now.

    at least AL does give rhauban powered eyes on me dmg lol
    all of those things are piss easy to land without. Especially on DL

  17. #3697
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    Re: Blue Mage: Job Findings

    Quote Originally Posted by LinktheDeme
    Quote Originally Posted by Takiwaki
    I do agree there should be something more to azure lore.

    But it does give boosts to alot of spells and accuracy to alot of spells when needed.

    like in dynamis between AL and Convergence i have landed Int down Vit down def down and magic def down on DL.

    its sad lowing is totally useless now.

    at least AL does give rhauban powered eyes on me dmg lol
    all of those things are piss easy to land without. Especially on DL
    bull. in all honesty. if you have not had major resists landing spells on dynamis lord you are talking out your ass. He even resists chainspell stun. who are you trying to kid. "especially on DL" .. right .. and dont say ES, we are talking blu. I land those back to back as /nin. even the normal NMs in Xarc resist soundblast and stinking gas alot.

    http://img.photobucket.com/albums/v4...716_105631.png
    rhauban powa

  18. #3698
    Nidhogg
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    Re: Blue Mage: Job Findings

    Quote Originally Posted by Takiwaki
    Quote Originally Posted by LinktheDeme
    Quote Originally Posted by Takiwaki
    I do agree there should be something more to azure lore.

    But it does give boosts to alot of spells and accuracy to alot of spells when needed.

    like in dynamis between AL and Convergence i have landed Int down Vit down def down and magic def down on DL.

    its sad lowing is totally useless now.

    at least AL does give rhauban powered eyes on me dmg lol
    all of those things are piss easy to land without. Especially on DL
    bull. in all honesty. if you have not had major resists landing spells on dynamis lord you are talking out your ass. He even resists chainspell stun. who are you trying to kid. "especially on DL" .. right .. and dont say ES, we are talking blu. I land those back to back as /nin. even the normal NMs in Xarc resist soundblast and stinking gas alot.

    http://img.photobucket.com/albums/v4...716_105631.png
    rhauban powa
    DL is easy to land stuff on ESPECIALLY enervation the only problem with it is that it lasts like 20 seconds if you're lucky. Sound blast isn't a challenge either though i've never done stinking gas because i never find it worth while to set.

  19. #3699
    Sea Torques
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    Re: Blue Mage: Job Findings

    Okay, based on feedback so far, I've organized the list a bit, from generally most wanted, to least:

    First tier(2 votes a piece):
    - Azure Lore should open a BLU's entire spellbook for its duration.
    - New spells: Mighty Guard(protect and shell for party), Battery Charge(self MP restore), and White Wind, Fangrush

    Second tier(1 vote a piece):
    - 1000 needles adjusts so that it hits more often and a slightly reduced MP cost
    - Multi-hit Blue spells giving ony 5 TP per hit to the target instead of 10 per hit.
    - The following spells get extended duration: Amplification, Saline Coat, Reactor Cool, Plasma Charge.


    Last tier:
    - A macro command to set Blue Spells (/emptyset removes all the set blue spells, /set "Plasma Charge" would set that spell)

    Going to drop the last from the list. Note that any adjustments that are dropped, can be picked up again next time. I'll probably drop one more, so that we have 4 solid improvement suggestions to send on to SE.

    And the random Battery Charge idea is pretty cool, LD. Probably better than a static amount.

  20. #3700
    CustomTitle
    Banned for Duping
    HOT LITTLE SNATCH

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    Re: Blue Mage: Job Findings

    Quote Originally Posted by Kenji
    - 1000 needles adjusts so that it hits more often and a slightly reduced MP cost
    Please don't make SE waste an update on this.

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