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  1. #9701
    Impossiblu
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    FFXIV Character
    Prothescar Centursa
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    Balmung
    FFXI Server
    Valefor

    The triple attack is better than our double attack, if you have the points it's worth it. /WAR seems like an attractive option that I've yet to try out.

  2. #9702
    New Spam Forum
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    Jul 2006
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    Caitsith

    Quote Originally Posted by Prothescar View Post
    The triple attack is better than our double attack, if you have the points it's worth it. /WAR seems like an attractive option that I've yet to try out.
    4.5% TA from 7.5% DA doesn't seem like a grandiose enough change to warrant the 2 spell slots and most certainly not the 7 additional points. When subbing war however I could see but you would also have to stack up DW.

    Not saying its not better. Just seems marginal.

  3. #9703
    Impossiblu
    Join Date
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    Prothescar Centursa
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    Balmung
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    Valefor

    As byrth said, it's likely a whole number. 5% TA 7% DA is logical. You'd have a hard time finding a better use for the 7 points, assuming Almace. Though I agree, the difference is small.

  4. #9704
    Ridill
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    Bahamut

    Yeah assuming 4.5 and 7.5 values unless you /war that's like 1.5% increase in abyssea and .9% increase outside... I'd almost be willing to bet the stat mods you can get with those 7 points would do about as much.

  5. #9705
    New Spam Forum
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    Ragnarok

    So is there a trick to getting golems to use Heavy Strike? They just seem to spam crystal weapon

  6. #9706
    BG Content
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    Lakshmi
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    Quote Originally Posted by LordshadowRagnarok View Post
    So is there a trick to getting golems to use Heavy Strike? They just seem to spam crystal weapon
    Nope, there isn't. Ullikummi in Sky spams the crap out of Heavy Strike, if you can learn it off him. I think the problem with Crystal Weapon is that it's actually several TP moves named the same thing (for each element) so the odds of them using it instead of their other TP moves is rather high.

  7. #9707
    xXNyteFyreXx420Sharingan
    Join Date
    May 2009
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    3,709
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    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Nevex View Post
    Out of curiosity, what's the status of the job now?
    I quit before the introduction of Abyssea when the level cap was still 75, and BLU was often shunned for being outclassed by most jobs when playing specific roles. As a physical DD most melee jobs were better, as a tank RDM and PLD were better, as a magic DD BLM was better, as a soloer RDM better etc.
    BLU's main advantage was its versatility which wasn't really needed in FFXI. Its other niche was Head Butt stunning but it wasn't reliable against most endgame enemies.

    I see that BLU got many nifty tricks and significant boosts but how does the job keep up compared to the others?
    About the same honestly. With the addition of Sudden Lunge and Heavy Strike we can tear through weak mobs even more effectively, particularly things that don't build resistance to stun, but it's not like other jobs have a whole lot of trouble with that content either. Newer content, a setup that doesn't involve BLU probably does it better. We bring a lot of unique procs to Voidwatch but that's almost a curse rather than a blessing since you end up spending most of the fight setting procs, casting procs, setting new procs, etc.

  8. #9708
    Relic Horn
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    Mar 2009
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    FFXI Server
    Ramuh

    Quote Originally Posted by Nightfyre View Post
    About the same honestly. With the addition of Sudden Lunge and Heavy Strike we can tear through weak mobs even more effectively, particularly things that don't build resistance to stun, but it's not like other jobs have a whole lot of trouble with that content either. Newer content, a setup that doesn't involve BLU probably does it better. We bring a lot of unique procs to Voidwatch but that's almost a curse rather than a blessing since you end up spending most of the fight setting procs, casting procs, setting new procs, etc.
    I would say unique thing that we can do is Supertanking especially when you cant face the mob.

  9. #9709
    Blue Magic is Best Magic
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    Jul 2007
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    8,215
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    8

    Quote Originally Posted by LordshadowRagnarok View Post
    So is there a trick to getting golems to use Heavy Strike? They just seem to spam crystal weapon
    I couldn't get the ones in ulle to use it at all. I did Sisyphus lol and learned it 1/1.

  10. #9710
    Impossiblu
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    The ones in Ule use it, it's just really uncommon, the golems simply have too many TP moves. Your best bet is to do Sisyphus like Draylo said, he literally spams that shit.

  11. #9711
    They're coming to take me away. Ha Ha!
    Join Date
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    7

    I doubt you could solo Sisyphus straight up though. If you're trying to learn solo, just keep spamming the golems. Personally, for mobs with that fast of respawn, I only let them get off one TP move (usually just as they fall below the 25% HP mark) and just kill it and move on to the next one. It's really not worth taking off your weapon or turning around to let it beat on you to get TP like the old days since you'll never run out of them. Also, by killing them more, you get XP, Cruor, and boxes.

  12. #9712
    Blue Magic is Best Magic
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    Nope I didn't solo it, had a WHM there. I'm sure you can find two~three other BLU's who need it as well which is enough provided the tank has EVA set and the others aren't idiots.

  13. #9713
    Ridill
    Join Date
    Feb 2007
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    For a lot of the new spells I just went BLU/BLM, took down to 25%, turned and spammed Stone. BC and AR gear/trait were more than enough to keep MP up. When done, warp home. Easy when you can get a spell from an EP or lower, and in Abyssea you can just set 3 regen atmas and not worry about healing. Took me 4 golems to get Heavy Strike, two of which never used it. Mortal Ray probably took me the longest, going something like 1/15. Either way, much as it sucks having spells from mobs with 5+ TP moves, not much you can usually do other than endure.

  14. #9714
    Sea Torques
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    Jan 2010
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    5
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    Gilgamesh

    Anyone have a rundown of the new spell traits/upgrades we get from this update? Has anyone noticed any upgrades to traits we've previously had?

  15. #9715
    BG Content
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    Lakshmi
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    Quote Originally Posted by mightyg View Post
    Anyone have a rundown of the new spell traits/upgrades we get from this update? Has anyone noticed any upgrades to traits we've previously had?
    I put everything I could find on bgwiki when we had test server access. Check it out.
    https://www.bg-wiki.com/bg/Category:Job_Traits

  16. #9716
    Blue Magic is Best Magic
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    Store TP is missing on there, was before test server and updated after update/test server with cheaper set cost.

    Tail slap + fantod or sickle slash was pre-update. I know Fantod + Tail slap made a cheaper combo, seems sudden lunge can too?

    Counter also not on there, dark orb + asuran claws for cheaper set combo vs enervation + claws.

  17. #9717
    Ridill
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    Bahamut

    Quote Originally Posted by Draylo View Post
    Store TP is missing on there, was before test server and updated after update/test server with cheaper set cost.

    Tail slap + fantod or sickle slash was pre-update. I know Fantod + Tail slap made a cheaper combo, seems sudden lunge can too?
    Actually tailslap and sickle slash have same set points so didn't really matter. Yes sudden lunge can replace one. Or you can do all 4 for Store Tp II

  18. #9718
    Blue Magic is Best Magic
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    Store TP II? Wasn't aware we got that.

  19. #9719
    BG Content
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    Lakshmi
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    Actually, this is the page I should have listed: https://www.bg-wiki.com/bg/Blue_Mage_Job_Traits

    Also, I apparently didn't put the BLU traits after Resist Sleep onto the trait pages.

  20. #9720
    Impossiblu
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    Prothescar Centursa
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    Balmung
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    Valefor

    Heavy Strike: Damage varies with TP.
    92BLU
    STR+2
    32MP
    Type: Physical
    Element: N/A
    2 Set Points

    Casting Time: 1 second
    Recast Time: 30 seconds

    Notes: 2.25fTP 75%STR Autocrit
    Severe accuracy penalty.

    Sudden Lunge: Damage varies with TP. Additional effect: "Stun."
    95BLU
    HP-5 MP-5 DEX +1 AGI +1
    18MP
    Type: Physical
    Element: N/A
    4 Set Points

    Casting Time: 1 second
    Recast Time: 12 seconds

    Notes: 1.0 fTP 50% STR 50% AGI
    Stun effect is exceptionally strong and accurate.
    Does not reduce caster's HP.

    White Wind: Restores HP of all party members within the area of effect.
    94BLU
    HP+5 AGI +1
    145MP
    Type: Magical
    Element: Wind
    5 Set Points

    Casting Time: 7 seconds
    Recast Time: 20 seconds

    Notes: floor(HP/7)*2, also augmented by cure potency

    Barrier Tusk: Reduces the amount of damage you take.
    91BLU
    HP+15 MP-15 VIT +3
    41MP
    Type: Magical
    Element: Earth
    3 Set Points

    Casting Time: 6 seconds
    Duration: 60 seconds
    Recast Time: 60 seconds

    Notes: Reduces damage taken by 15%, calculated after PDT and MDT gear. (Multiplicative)

    Water Bomb: Deals water damage to enemies within area of effect. Additional effect: Silence.
    92BLU
    MP +20 INT+4 MND+2 STR-3 VIT-3
    67MP
    Type: Magical
    Element: Water
    2 Set Points

    Casting Time: 3 seconds
    Recast Time: 32 seconds

    Notes: dINT*1.5, 20% INT 10% MND, 2fTP
    The silence effect lasts for 60 seconds.

    Mortal Ray: Inflicts Doom upon an enemy.
    91BLU
    STR +2 MND +2
    267MP
    Type: Magical
    Element: Darkness
    4 Set Points

    Casting Time: 8 seconds
    Recast Time: 2 minutes 30 seconds

    Notes: Gaze attack with low accuracy, the doom effect appears to take 60 seconds to kill the target and will wear off if you venture too far from the foe that is afflicted.

    Dark Orb: Deals dark elemental damage to an enemy.
    93BLU
    AGI+2 MND+2
    123MP
    Type: Magical
    Element: Darkness
    3 Set Points

    Casting Time: 9 seconds
    Recast Time: 1 minute 12 seconds

    Notes: dINT*2, 40% INT, 4.5fTP

    Thunderbolt: Deals Lightning damage to enemies within the area of effect. Additional effect: "Stun."
    138MP
    Type: Magical
    Element: Lightning

    Casting Time: 4 Seconds

    Notes: dINT*2, 30% INT 20% MND, 4fTP
    ~10 second stun duration

    Harden Shell: Enhances defense.
    20MP
    Type: Magical
    Element: Earth

    Casting Time: 3 seconds
    Duration: 90 seconds

    Notes: +100% Defense

    Heavy Strike = Double Attack
    Water Bomb = Conserve MP
    Mortal Ray = Dual Wield
    Barrier Tusk = Max HP Boost
    Dark Orb = Counter
    White Wind = Auto Regen
    Sudden Lunge = Store TP




    All of the new spell info you'll ever need, from when I tested them on the test server and some small adjustments based on live.

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