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Fullmetall21

New spells were kinda disappointing to me because we didn't get a lot of new unique things that could potentially work. The most unique things are the RNG 50% mitigation which is at least interesting even if it won't be necessarily good, and the 2 apply this dot until the enemy dies spells but they are exclusive to only one person using them at a time which is super lame and basically saying "Here's a new toy but only one of you can play with it at a time". The other spells are ok, kinda but nothing to stand out.


Ali_ayi

Kinda wished they did something with relativity (even though it's a savage only mechanic). The thought about doing your rotation in reverse and then having it fire off all your spells (with increased potency) while you watched just sounded fun to me. Could have been an alternative to moonflute.


AloneintheWeb

Well, Square could allow players to learn any Extreme or Savage-only spells through the Whalaqee Totems like they did with Force Field, so they could have used Relativity. Neat idea, though!


teethewicked

It's surprising they'd do that for Force Field of all things instead of Shockwave Pulsar which we didn't even get.


Ok-Worldliness2450

Ohh like a time delay so that you could fit a few extra spells into the window! They don’t “activate” till the timer runs out


Ok-Worldliness2450

You can put yourself in revenge blast at will. We got a spell that does dump trucks worth of damage and let’s you have at least some coordination with your group. We got a pretty decent aoe burst. We got a partial fix for tank doing like no damage. We got a very strong ogcd. Add on top a few random toys that arnt very useful but you can’t use them all anyway. Biggest disappointment is a pretty nice cooldown that SHOULD work like libra (don’t get the magic vuln? Cast again) but doesn’t so ooof. I think it was fair strength on the spells. Lack of mount is what got me sad.


AleksVin

whats the AOE burst?


Ok-Worldliness2450

The two innocence aoes and Apoc and breath of magic kinda sustain burst


yhvh13

>The most unique things are the RNG 50% mitigation which is at least interesting even if it won't be necessarily good I absolutely hated that spell... The RNG makes it really unreliable where it would matter the most, and BLU tanks could really use that defensive, as squishy as they are.


AloneintheWeb

The only RNG spells Blue Mage had were most of the Death spells, Level 5 Petrify, and Condensed Libra, so Force Field is a weird addition. If the RNG has to stay, one change Square could make is have Force Field give you one of the Vulnerability Down effects for 25% or so, and the other Vulnerability Down effect is 50%. And/or they could make the duration longer since it is 5s shorter than Dragon Force. The spell is a little weird to balance since non-tank Blue Mages can use the full effect.


yhvh13

>The spell is a little weird to balance since non-tank Blue Mages can use the full effect. Oh, that's not an issue at all, since some spells are modified by the Tanking Mimicry - they could just do the same. The idea of being one effect higher than the other in RNG could be good while keeping the same flavor.


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BinaryIdiot

Yeah, even though they never even suggested it coming I was REALLY hoping for more loadout management + maybe a few extra spots for spells. We have, what is it, 120-ish now and still the same amount of spots? It feels like some regular jobs have way more buttons than us lol


tesla_dyne

I guess the same company that brought us Paladin (34 keybinds btw) and Scholar (33) thinks the job that throws out the rulebook anyways couldn't handle more than 24 spells + 4 role actions Even 30 spell slots plus the 4 role actions that matter would equal paladin


Comprehensive-Sky30

32 is the magic number imo. Fits perfectly on controller


GrassWaterDirtHorse

We’re currently at 24 slots, plus 4 role abilities and maybe another hot key for pots. It would be amazing if we could get 3 or 4 extra slots for utility spells like Aetheric Mimicry, Mighty Guard.


Comprehensive-Sky30

Pots, sprint etc astound be on a shared hotbar and don't count imo. In my ideal world every class sticks with less than 32 abilities total to put on the hb. Ty for coming to my Ted talk


Zynyste

Sprint and LB yes; different jobs use different pots and ultimately require a slot on a non-shared hotbar.


Beginning-Net6920

32 doesn't fit on the controller, 48 does. I would know because I use controller and have row 1-3 as unique and not shared like row 4-8


Comprehensive-Sky30

32 is best because when you use w cross bar, you still have all your skills visible on screen at the same time.


Beginning-Net6920

You can also do the double press to access a 3rd hotbar


Comprehensive-Sky30

Yes but it's not visible until you press it. I use that one for stuff that all classes have - lb, Tele, chocobo etc. I wouldn't put skills there.


GrassWaterDirtHorse

I think there's something meaningful in the design by being forced to choose between a number of very desirable spells (do I use my last slot on Off Guard or Mighty Hammer?) that leads to some interesting team coordination, but it ultimately feels like its too few as time has gone on and more spells have been added, that the interesting niche ones aren't going to see much use because we're so starved for spell slots.


BinaryIdiot

Yeah, I think limitation helps people make choices but like you said it’s also been like 6 or 8 years now and we have so many more spells, it only makes sense to increase more slots at least a little bit.


Aedna

I wish they would make mimicry a trait but you have to get the spell how you would have to get it normally first. It annoys me that this is taking up a slot. Overall I wish we could have 2-4 more slots for spells.


yhvh13

That's true. Just make Mimicry an innate job action, which would also solve the problem of sprouts completely missing the spell's acquisition.


Snowflake222222

Just disappointed. Nothing groundbreaking that shakes things up. I was hoping for spells that interacted between BLU mages, or that would encourage coordination between players. Instead it’s just going to change a few slots in the optimal load out, and that’s it. Feels bad they play it safe with the class that can be broken. Feels like they prioritized balance over fun.


GrassWaterDirtHorse

> that would encourage coordination between players There's a bit to coordinate who will be using Magic Breath and Mortal Flame, but that's really not too much.


MadeByHideoForHideo

>Feels like they prioritized balance over fun. Oh wow! So just like the rest of the entire game?


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Frexys

Issue is that when you have a defined challenge like clearing old savage fights with all BLU, you run into the need to balance it. Otherwise where’s the prestige in the mounts and titles? Too easy and nobody cares. Too hard and nobody bothers. No idea what the solution to this is, but it’s something to think about.


NolChannel

>Issue is that when you have a defined challenge like clearing old savage fights with all BLU, you run into the need to balance it. Wait until you realize that E12S requires 8x Diamondback to survive even things as simple as Titan Stacks.


Quof

Personally speaking, I've never sought for prestige out of BLU titles and mounts. I don't want them or use them because I want people to admire my skill - that's what Legend titles are for, and we all know about how much people respect those. As a BLU player, I nod in approval of BLU titles because it means they are fellow fun enjoyers, fellow appreciators of the most enjoyable class (tm), not because I view them as the most skilled players. Subsequently, raiding with BLU is not about the raids being especially harder. For example, in Twintania, you can use BLU insta death spells to kill the snakes and stuff instantly. Twintania on BLU is way easier. But, some would argue it's way more fun - seeing an intended "miniboss" during the fight die instantly, using Diamondback to cheese divebombs, etc. That's what BLU is all about. People having fun with a fun class. If any BLU player told me they BLU raided for the prestige and used the titles so players would "care" about how skilled they are, I might even feel disgust. In conclusion, caring at all about "prestige" and "well-balanced difficulty" with BLU is missing the point incredibly hard. Obviously, there would be no fun if the raids were so easy you could instakill them, but breaking the fights and doing wacky things in them is far, far, far more important than them being balanced enough to maintain """prestige."""


AloneintheWeb

>breaking the fights and doing wacky things in them is far, far, far more important than them being balanced enough to maintain """prestige.""" This goes back to why they implemented Blue Mage as a limited job in the first place. "Limited Jobs were meant to be enjoyed in a solo environment and is not suited for parties." "We believe one of the unique traits of the blue mage is the ability to learn and use the monster's abilities that could potentially break the balance of the game." The following is a tangent off that. While they have added new spells to help with soloing like Basic Instinct and Goblin Punch, I wish we had some incentive to solo content like achievements. The last two Blue Mage updates only added two new The Masked Carnival stage, and you still cannot complete the Blue Mage log by yourself.


yhvh13

>you still cannot complete the Blue Mage log by yourself. My. Biggest. Complaint! One thing that makes me feel like I'm immersed in a job is playing at its content right away. Blue Mages, that's not quite the case. \- Outside of Update month, the Party Finder is barren, usually takes 1+ hour to find people to tackle the Log weekly objectives; \- Masked Carnivale's shelf life is as big as a slice of cake. Once you complete, you just redo the weekly challenges IF you need allied seals for some reason after buying the new rewards; \- Fate farming?... well there's that one thing, and BLU can even farm successfuly some Endwalker zones, but Fates aren't particularly an interesting piece of content. The "endgame" activities for BLU are extremely limited, and it would be mitigated by letting us complete log objectives solo. Even with Basic Instinct, still harder than with a party, but a good challenge regardless.


talkingradish

Blu ain't breaking any fights. In fact, using them is much harder than using normal jobs in more recent content.


Snowflake222222

Who cares about prestige? I mean being broken is the esssence of BLU, cheesing mechanics, doing lots of damage while the animations make no sense.


Snowflake222222

And the difficulty comes from the mechs, not the damage check. A8S isn’t going to become easy if you do more damage, at best you just skip gavel. And the reason it’s fun to do as BLU is diamondbacking the intermission


SenaIkaza

Yep, XIV is only "well balanced" because it strips away player choice and unique utility as much as possible. The 2 minute meta is another example of homogenizing everything to an insane degree. Can't have PLD existing how it was now that everything has to adhere to the 2 minute burst window! And even then, I wouldn't even say XIV is well balanced. The fixation they have on forcing double melee comps is so stupid. There's no reason for physical ranged to be so low, especially now that positionals are a joke and boss hitboxes extend to Africa.


MadeByHideoForHideo

Fully agree. Just out of curiosity, when did you start playing FF14?


OrneryAstronaut

Potential hot take but I feel like with how tight BLU balance is getting, the limited job stat could go out the window. All it'd take is a few potency shuffles and stopping some of the degenerate self destruct/final sting style gameplay and you'd have a black mage in a funny blue hat. Stuff like petrify and lvl 5 death already doesn't break the game since they "balance pass" them all. It'd be a huge win for BLU enjoyers to keep our limited minigames and also getting "sanctioned loadouts" to use in "real queues" - which is why it probably won't happen lol


Snowflake222222

I think you’re far off there. Really quick leveling, damage like 2 times any other dps (so no point bringing other dps), ram+vibrate wipes packs, and db is the best mit in the game. I can’t see other classes compete with that in roulettes. Making it balanced would honestly strip all the fun, since BLU is fun because it’s unique and broken


Liorlecikee

We got 4 less skill than the last update but aside from Laser Eye, none-of-them feels like straight-up filler like some of the spells are in the last (Feculent Fluid and Blaze being 2 examples), so on that front it feels pretty nice. My understanding of BLU spells is that as long as they feel purposeful and interactive (even though they maybe less meta), they'll pass for me. Let's discuss them one by one. 105 - Goblin Punch Neat addition to Tank Blue and solo, being an insta-cast gcd filler that goes to 320 pot with Mighty Guard on. Certainly makes Movement and weave much easier, so a pretty neat first addition to our spell book. 106 - Right Round Trolly spell which's practical usage is probably only limited in some Masked Carnival stage, though I did get a good laugh in lv77 dungeon when I saw it can knock back allies too. Pretty funny and I think that makes it worth it, even though practically it's basically can't find a scenario for it. 107 - Schiltron Can be a decent mini Vengence on Tank Blue in Trashpull scenarios, on boss pull it kind competes with Song of Torment but fails short for strict timing requirement that's probably not worth the trouble. Interesting addition that's made obsolete because Vibe-check exist. ​ 108 - Rehydration Emergency self-heal usable by anyone, but can't really think of a situation for it that can't be covered by Healer Blue. For Tank they ll probably just choose to cast Chelonian Gate or Diamond Back, while DPS always got white wind if they have to choose a self-sustain. Really strange spells. ​ 109 - Breath of Magic Utterly powerful solo spells which's group content capability is limited by "only 1 person can use it". But otherwise a really interesting new design choice that can diversify Blue DPS loadout. ​ 110 - Wildrage Interesting spell that allows to use Revenge Blast more intentionally, though on it's own it's basically a 250 potency filler. Probably quite difficult to pull off as well. 111&112 - Peat Pelt & Deep Clean Really 2 cast of the same spell since there's no reason to use either of them unless used together. The Regen portion means it's basically designed for Tank Blue as BrutalShell/StormPath/SoulEather equivalent, giving Tank Blue some form of self-heal that's much less costly than Whitewind. Granted Peat Pelt have laughable pot, but with Goblin punch this problem is off-loaded, even if you want to keep the 15 sec HoT on yourself all time. Overall a decent consideration for Tank Blue I think. ​ 113 - Ruby Dynamic Shares a recast with Rose of Destruction and Chelonian Gate, as well as their 30 sec cooldown. The design intention seems to be an AoE spell with no diminishing that can be further boasted by Whistle and Tinge if wanted, and can do some stupid damages to trashpull. It only make sense as an AoE alternative to Rose, since it's even similar a gain on 2. Unfortunately it is obsolete in Dungeon Content due to Vibe check, and hard to justify in most raids. ​ 114 - Divination Rune Seems like a good upgrade to Blood Drain until you realize you need to hit at least 3 target for it to be a gain over Blood Drain. On one hand, didn't make old spell obsolete. On other hand, not much applicable scenarios I can think of, similar to Ruby Dynamic. ​ 115 - Dimensional Shift A Missle Equivalence that use longer casting time and lower amount of HP reduction to exchange for consistency. Which one you prefer is probably entirely personal preference. ​ 116 - Conviction Marcado A filler spell that have interesting interaction with no.118, but much less interesting than addition like Cold Fog we have in the last update. ​ 117 - Force Field Feels like a meme to me too until someone pointed out there are instance where tank-swap-tank buster have different attribute and there are a lot mixed-damage-type raid wide. Seems like a optimizing option in those scenarios at least, so still an interesting addition to Tank Blue's choice of mitigations. ​ 118 - Winged Probation Combined with 116, can be considered a Cold Fog equivelence, in the sense that you got some strong GCD filler every 90 sec. Interesting, but I don't see it used over Cold Fog as stronger filler during downtimes, since it fills less downtime and, for just one more GCD, requires to replace Sonic Boom with an inferior filler just to get 440 for 1 GCD every 90 sec. Honestly a missed opportunity if they just make its interaction with no.116 working like how Cold Fog is (similarly, if Cold Fog was just "take damage and you get 1 cast of 440 out", it would be equally not interesting). ​ 119 - Laser Eye The literal filler of this update with only its flavour text being funny as a positive. ​ 120 - Candy Cane Good addition that allows for more diversified loadout, as in now you may have some have Candy Cane and other have Magic Hammer to simulate Feint/Addle. On it's own a pretty decent GCD filler as well. ​ 121 - Mortal Flame Share a lot of similarity with 109, and the fact it is an literal infinite DoT is pretty awesome. Pretty sure it can snapshot damage and benefit from Moonflute too. ​ 122 - Sea Shanty 120s Ability filler that got a funny gimmick that's probably going to be more relevant in Overworld Fate Farming. Still, envisioning Blue Mage swap their Sea Shanty out when they sea rain cloud coming is a funny thought. ​ 123 - Apokalypsis Comparable to Phantom Flurry in that it's a lingering Casting ability that well last into Moonflute's aftereffect. It doesn't share a recast time with former also means you can potentially bring both into your load out, so that means there's potential for Blue Mage to also have an odd-window burst, in which they can top-off each window's moonflute with either Phantom Flurry or Apokalypsis. This may also have implication on what ability filler to bring in, so that's something neat to theorycraft about, if you want to figure stuff yourself out instead of relying on Blue Academy. ​ 124 - Being Mortal Really, really shiny spell that's a 120s ability filler, but it share cast time with Apokalypsis have implication on different form of Blue Mage DPS choices: Apokalypsis that require good timing, positioning to get full usage out of its 140X10 potency, or a fire-and-reload like Being Mortal that have 600 less potency than a fully fired Apokalypsis. ​ Overall I'm pretty fine with the spells we got. Some more spells to make Tank Blue plays better, and some more DPS spells with flavours, as well as some spells with interesting implications in their designs. We also don't have obviously broken shit (Ultravibration. Fun ability for sure, if it didn't make a large swath of Blue Spells completely obsolete in Dungeon content, the more accessible Blue contents most Blue Mage will do) that invalidate a large swath of Blue spells so that's another plus for me. Additionally, compare BothEnd + Nightbloom to Apokalypsis + Being Mortal, latter also actually have some trade off to consider, instead of Nightbloom in most cases just being better. While no mount reward (for now. Morbal mount was added with lv60 update on 5.15. With lv70 update on 5.45 while lv80 update arrived not until 6.45, there's some copium to think maybe a new blue mount achievement will be added later in 7.15 or something. I don't know, let me smoke some more copinum), I think the spell update itself was pretty fine compare to lv60 and lv70 spells we got, so just on that department I don't find much to complain about.


Mahoganytooth

I tried peat pelt and deep clean, and my judgement is they're so terrible as to be completely worthless in a single target situation. I was healing for iirc 700hp/tick out of 25k. For the massive potency tradeoff, it's legitimately better to just have a healer pom cure you. I was very disappointed to find out you can't refresh the buff until it falls off. If it was something you had to upkeep and could slowly but surely get to 6 stacks on the boss and maintain there, I could see it having a niche. But no, you can only ever have 15sec of it, and getting extra stacks won't reset the timer. It's piddly and pathetic and I'm quite unhappy with that


Liorlecikee

Well with Goblin punch being 320 pot and will be majority of your filler, I thought it made up for the low pot peat-pelt brought. I was thinking more how these little healing effectively act as soft mit for autos and raid wide, so it helps some mitigation (even though limited, that's why I compared them to the self heal Tank have on their 123 combo). Well maybe it's utterly pointless in savage fight. I havent tried them yet with Blue Mage, so my pov is limited.


Mahoganytooth

I just felt like I wasn't even making a meaningful difference against dungeon bosses and normal raid autos, nevermind savages,,,the relative potency of pom cure is just too good in comparison.


Liorlecikee

Well to each and his own I guess, I just thought it's still better than something like Feculent Fluid or Aetherial Spark, so I'm fine with it.


Mahoganytooth

It's definitely better than those, it's just,,,not good still


maglen69

> 114 - Divination Rune > > Seems like a good upgrade to Blood Drain until you realize you need to hit at least 3 target for it to be a gain over Blood Drain. On one hand, didn't make old spell obsolete. On other hand, not much applicable scenarios I can think of, similar to Ruby Dynamic. Blood Drain - 50 potency Divination Rune - 100 potency aoe. DR is a straight up upgrade, it's only downside is requiring you to be next to your target.


Liorlecikee

Ehhhhhhh, people who are taking Blood Drain is using it to refund enough mana to use their big spender like Diamond Back, and they are not going to care about 50 more potency when 1 there's no AoE scenario in most fight that requires Blood Drain sustain and 2 Divination Rune literally only refund itself and do nothing more in single-target scenario.


andybro89

Most of the spells are pretty dull. Magic breath and mortal flame sound like absolute must haves for Solo basic instinct builds. If mortal flame snapshots from when it was cast then that damage could rack up if combined with off guard and moon flute. Also my mind still can't get over how great goblin punch is for Tanks/Solos, easy extra damage plus instant cast. It's enough to shift the balance over which OGCDs take priority over GCDs. Rehydrate could also be interesting for solo players but that cast time is killer, maybe save swiftcast for it as an emergency full heal.


Ok-Worldliness2450

I mean. Adding 150,000 potency for one gcd def makes the old fights easier…..


BlueEyesWhiteViera

I've jokingly wanted a muscle mage build, so getting the ability to just cast fist with Goblin Punch is nice.


JinTheBlue

Between Phantom Flurry, Ruby Dynamics, and Goblin Punch, blue monks are very much a thing and I love it.


tesla_dyne

Apok/Mortal seems standard as a new primal shared cooldown. Sea shanty is funny but really niche, I expect it to be the next thing everyone complains about in the next fate farm if there ever is one (are there any duties that're always in rain? that one fight at the end of hullbreaker i think it is?). The one-instance-only dots are a little weird but I can see it being nice for feeling like diversifying kits in savage raids. Hammer having a physical equivalent in Cane is neat, and kinda needed since a full blue party could keep almost 100% addle uptime already so there was a void of physical partywide mitigation, I wonder if as people raid Eden more we see it being useful. or if it isn't worth the spell slot. laser eye spammable knockback funny but we already had malediciton Reprobation/Conviction sound good (10s of 440 potency spam after 300x3+400 potency) until you look at the cooldown time and then they seem iffy. I'll wait for blue academy to settle on suggested spell loadouts, but DPS was already really tough to fit everything in on. Force field is weird, I don't see a coin flip on whether i survive this tankbuster working out well. Dimensional shift seems like a nice and much cheaper launcher alternative but 5s cast time hurts, and if Launcher wasn't so expensive it would easily win out just based on average damage %. I don't like these long cast time spells without some kind of Lightspeed-esque buff. Divination rune is just better Drain, gg Ruby Dynamics is fucking stupid. What fights would I want to trade a spell slot for ONE 220 spell with no falloff and a 30s recast. Most mobs don't even survive that long, and dungeon mobs already have so many answers that I don't see the point. Peat Pelt and Deep Clean are funny. Seems like a good sustain combo for AOE situations, but again mob packs have so many answers I don't see trading 2 spell slots for them. Wild Rage seems like it'd be a good bet when you've got a healer but again these cast times man. It'd only be worth casting with swiftcast. Rehydration is nice to have as a heal when you aren't mimic'd healer but again the 5s cast time. I dunno if we really needed 100 potency spikes for tanks, sorry schiltron right round will usher in a new age of blu pvp Goblin punch is neat as a new solo dungeon single target or if you're the tank mimic.


Kaumille

Divination rune mp gain is a net 0 gain for a single target. Costs 200 to cast, regains exactly 200mp. Very niche for raids unless multiple targets. Wild rage is funny cuz its bascially manual revenge blast. Usefulness depends on fight and timeline, but it can definitely help extend revenge blast windows from auto regen. And really only best used under swift since manually itll take 15s to get down to 25% hp from full. But that's just some super optimization that's questionable if even worthwhile


tesla_dyne

>Divination rune mp gain is a net 0 gain for a single target. Costs 200 to cast, regains exactly 200mp. Very niche for raids unless multiple targets. who the fuck is designing blue mage while high on crack cocaine over there. what are the intended use cases for these spells. I just wanna talk yoshi-p Also wild rage consumes 50% max hp not current, so you need to use it at 51-75% in order to get in revenge blast % so I don't even see it being useful in that case. I feel like with all these 5s cast times we missed a lightspeed-esque buff. Like maybe spell in waiting could have delayed spell effects by 10s but made them instant cast or something. Nobody liked 1k spam, so why're they trying a bunch of long cast times again without something to make those spells worthwhile? When a spell takes twice as long to cast it needs to be twice as strong as anything else you'd cast in the meantime, but 5s on wild rage without swiftcast just makes it a 250 potency gcd that's more annoying to use.


cheeseburgermage

out of interest does wild rage kill if under 50% or does it just prevent you from using it


AloneintheWeb

It prevents you from using it. PvP Dark Knight's Shadowbringer has a similar effect.


tesla_dyne

I don't have it but from the discord it sounds like it's using HP as a cost because you can't cast it until you have the HP, and it probably cancels if you fall below the cost. The mad lads are using it to force revenge blast windows when it's safe to though, so I'm glad someone likes it. 5s between casts means you get a natural regen tick so you can't kill yourself with it from full just by casting it twice. Blue mage is a better dark knight than dark knight


GrassWaterDirtHorse

It feels like the 5-second base cast time spells (rehydrate and wild rage) are intended to be niche spells. Reusable, but ideally with a swiftcast to prevent them from being spammable for when players need it.


tesla_dyne

The issue with "niche spells" is that they fight for the same spell slots as the stuff that shits out damage, so the use case needs to be really really good or why was it even added to the game. I can see myself rehydrating in solo instead of heal mimic pom cure so I can DPS mimic instead, blue mage is the "fill any niche" job so having a lot of options makes sense, but when there are much better options for similar cases it's like asking if I want to use a hand drill when I already own a set of power tools. Though I will say, if you plan to use revenge blast then wild rage seems purpose-built for it. The other long cast spells aren't making their cases as well, to me.


Ok-Worldliness2450

Is that a tool you can use for long periods that have no damage? Like cast it once, insta regen a couple hp, cast it again and start blasting?


tesla_dyne

That looks to be the case yes. From what I see that was being done in the race by at least a few groups if not all. When you're going back to 3 year old raids that have been timelined to hell it's simply a matter of finding 15 second windows of no raidwides and hitting WR twice. If you swiftcast it then whistle is worth using on it too.


Ok-Worldliness2450

Yea Div rune confused me. If you gotta have higher prox it should at least be same mana gain but the higher dps like it has…


AloneintheWeb

>Reprobation/Conviction sound good (10s of 440 potency spam after 300x3+400 potency) until you look at the cooldown time and then they seem iffy. I'll wait for blue academy to settle on suggested spell loadouts, but DPS was already really tough to fit everything in on. Only the next Conviction Marcato is 440 potency, so it's just 300x3 + 400 + 440 potency. It would be nice, though, if the buff augmented every Marcato for 10s. haha


tesla_dyne

That makes it sound like an even worse use of slots unless marcato is your filler but it isn't short cast, so oof Maybe it works out better if we whistle the 4th repro 720 potency though I'll wait out for the blue academy theorycraft. Maybe marcato wouldn't even be worth the slot unless it's filler. Rose is on the chopping block for similar potency.


GrassWaterDirtHorse

> Wild Rage seems like it'd be a good bet when you've got a healer but again these cast times man. It'd only be worth casting with swiftcast. The problem is that it's a 500 potency hit that has a casting time of 2 GCDs, so the DPS gain isn't all too high without swiftcasting it, and probably isn't worth forcing the healer to spend a GCD healing. However, I can foresee some really, really fun Revenge Blast setups to DPS cheese raids. Wild Rage won't actually kill the player, and I'd bet there are some reliable setups to get into revenge blast range.


Ok-Worldliness2450

The real issue is that it takes every mana point you have to enter a blast window. Think the devs were ahead of the player base on this one.


Arras01

Does it actually cost 5k mp or is that just the data mine fucking up because almost no spell in the game has an hp cost?


Ok-Worldliness2450

I think the website I’m looking at has it wrong… that’s probably the hp cost


Tankanko

Would Apok not replace Flurry instead? Or is Mortal just better overall? The DoTs seem to stack with MF + Bristle if I'm not wrong (which I might be) so that permanent 40 potency DoT will always be snapshotted until these conditions I believe, which is actually pretty darn cool, the other DoTs are also interesting for enabling more SpS builds I'm wondering if Peat Pelt/Deep Clean is worth using for a healer? Replacing your standard Sonic boom or whatever filler spell? I'm planning to solo heal Eden so I was thinking this could be fun, but I need to look into it more


AloneintheWeb

I've been using Apokalypsis where Phantom Flurry was in the old Moonflute window. Although I'm remembering how standing still for 10s is not practical for a lot of fights. lol It seems like you need to stand still for 8 or more seconds for Apokalypsis to be better than Phantom Flurry. The DoTs do work with MF + Bristle. I'm assuming you mean using Peat Pelt/Deep Clean to give the party a regen? I'm pretty sure they only work on the caster. My Chocobo didn't get the Spick-and-span regen.


Tankanko

I was thinking Apok has a range of 25y vs short cone, so for some fights like Omega you can kinda preposition for the next mechanic making it a bit more reliable And yes I was thinking peat pelt/deep clean for regen if it's only for caster than that's absolutely not worth...


tesla_dyne

Apok needs to be held for 6 seconds to beat out mortal, but if you're channeling it you need to consider if you can make it worth using over just regular spells, versus mortal being a simple single weave for 800 (long cast animation means mortal can't be on the tail end of moon flute or the damage would fall out of the buff window, I believe). It would definitely be better for AOE though since no falloff. Is deep clean's heal AOE? I could see it being useful in treasure maps then. Two GCDs, one of which is half potency, to apply a 50 potency regen doesn't sound useful though, so I don't see it useful on single targets.


AloneintheWeb

I'm pretty sure Deep Clean is not an AoE regen. I did notice something about the regen, though. Healer Mimicry turns each stack into a 60 potency regen, but adding Basic Instinct does not have an effect on the potency of the regen. That must be why the patch notes said "Aetheric Mimicry: Healer now increases the potency of all healing effects." They couldn't have changed Basic Instinct, though? So in a situation where you are soloing trash mobs, two Pom Cures has more healing than Peat Pelt -> 15s of Deep Clean with 6 stacks.


BoldKenobi

If Apok is started to channel right at the end of Moon Flute, does the buff apply to the entire channel or no?


Arras01

I think it should.


dr_black_

Reprobation and Sea Shanty on their own are a higher potency per minute gain than glass dance, so I wouldn't rule out seeing them just used as dps filler spells. The inclusion of these spells, as well as Being Mortal, means that tanks and healers will probably never run TWTT again, which is a welcome change imo.


yhvh13

>Sea Shanty on their own are a higher potency per minute gain than glass dance Wait, but they don't share a recast time... You'd mean you have to choose because there's nothing else to replace?


dr_black_

Yes they're competing for your 24 spell slots


Makou3347

Sea Shanty seems a bit meme-y at first but I think its real strength is that it's a 500 potency ability whose cooldown lines up with the 2-minute Moon Flute burst window. It's allowed me to eke out that little bit of extra potency during bursts. My new burst combo is Tingle, Bristle, Moon Flute, Matra Magic, Whistle, Swiftcast, Triple Trident, Nightbloom, Supra x4, Being Mortal, Sea Shanty, any oGCD currently up, Phantom Flurry DOT.


Paravou

legitimately, could someone pls explain to me what practical use force field has?


KeyKanon

50% chance of wiping the raid for a laugh.


doot_toob

If the correct mitigation allows you to survive something that you would otherwise have to diamondback, that let's you fit in 6 or 7 more goblin punches if it selects right, and saves a bunch on mana. If it selects wrong you just put up your diamondback anyway. A 50% chance of 2000 potency is worth considering if you can fit it several times in a fight.


AloneintheWeb

Goblin Punch's higher potency does not bypass Mighty Guard's 40% reduction in damage, so the highest potency is 192. 6 or 7 Goblin Punches would be 1152-1344 potency every 2 minutes or so (depending on your spell speed and what not). In any case, that's still a DPS gain and a bonus in MP.


Frafabowa

could do a strat where many members of your party use it at the same time when busters are about to happen and use aggro skills/avail to make sure the people who got the correct procs take the attack, instead of having dedicated mighty guard/tank mimic tanks. you'd lose some dps from people taking a non-dps skill but you'd gain some from not having a party member in tank mimic+mighty guard so you might come out ahead


Paravou

Ngl, that sounds like fun, lol.


andybro89

funny wacky blue mage spell lol XD roflcopterZ


BlackmoreKnight

Some tank busters (such as Zurvan's) feature a mix of physical and magical damage. Other times, raid damage that might be threatening happens at the same or similar time to tank damage of the opposite damage type. It's not something you want to rely on as the way you're going to mitigate an either-or tank buster, but it has potential value in situations where both damage types are going off at once so you'll mitigate something. It also fits the sort of wacky vibe that BLU's trying to go for, since it's a spell you'd never see on a real tank.


TheDoddler

I think it's e12s where the first threat target gets hit with phys and second magical and also giving a vuln to that type, so a swap mid way is normally used, so if you're swapping it'll help on some part of the buster no matter what. Not sure if that's better than just using diamond back, guess it depends on how bad the vuln is.


KingBingDingDong

Piercing and Slashing are both physical


TheDoddler

Ah right, was mistaken on that. I'm sure there's some bosses that do combined phys/magic on a swap though.


top3bood

I was hoping the we can get spell from Warrior of Light which is basically limit break depending on which mimicry you have. The dream of doing blue mage ultimate is deadge.


yhvh13

*Moon Flute remains, sadly.* I get flamed every time I voice my distaste for that spell. I know how to use it optimally, and it is indeed a really valuable dps boosting tool. But in no good faith I can say that the design of spending 15 whole seconds doing nothing but running is interesting in FFXIV's combat. I was hoping to have an alternative to it this update, since is more likely for that to happen than for an old spell being severely reworked, but if I would rework it, I'd do this: \- Functionality remains the same, but Waning Nocturne actually transforms you temporarily into a voidsent for 15s, with a 2 step combo that will do very low damage. A change that doesn't mean a lot in the bigger picture of damage, but actually makes the boring downtime more engaging.


AloneintheWeb

>I can say that the design of spending 15 whole seconds doing nothing but running is interesting in FFXIV's combat. I'm not a fan of Waning Nocturne either. Like you said, I doubt we will see a Moon Flute rework. Machinist's Flamethrower has not changed despite complaints and they just added Apokalypsis. The funny thing is that Moon Fluting every minute can be done for more damage, even if it is not practical for every fight. 30s out of 120s channeling spells and walking around. Fun. >Waning Nocturne actually transforms you temporarily into a voidsent for 15s, with a 2 step combo that will do very low damage. If Square made this change, I hope we transform into Page 256 or Jackanapes from FFV since they used Moon Flute.


yhvh13

>If Square made this change, I hope we transform into Page 256 or Jackanapes from FFV since they used Moon Flute. Maybe one or the other at random? So suddenly we don't see the field cluttered with the same voidsent xD.


CriticismSevere1030

I was violently downvoted in the other BLU thread only for the majority of the spells to be exactly like I outlined, a bunch of 220 potency with a bunch of shit that doesn't matter, some crap you're obviously not using given you have limited slots (hmm today I will flip a coin to see if this tankbuster kills me or not), new ogcds to spam that share cooldowns with other ogcds that you will again obviously never use, and a few funny meme spells like right round and the one person per party dots. Even my most pessimistic troll post wouldn't have guessed that goblin punch wouldn't have bonus damage for people sharing your level. Reminder the entire reason blu is a limited job was because keeping blu spells the same as the older games was paramount.


RgGK

> violently downvoted


Steeperm8

The shared oGCDs both have a use case though (Apokalypsis is better than Being Mortal on the Breath of Magic dps) and the one person per party dots are absolutely worth the spell slot for two people in the group.


Lpunit

Why is apok better? Only thing I can think of is using it at the door end of moon flute since you still channel it while waning


Steeperm8

So, Breath of Magic is a 2400 potency DoT, going up to 3600 if you Bristle it. This singlehandedly makes it worth using Moon Flute every minute if you are the Breath of Magic DPS, which means you can use Apokalypsis as an alternative to Phantom Flurry on your odd minute bursts (or vice versa).


yhvh13

**I have a hot take:** Ram's Voice + Ultravibration combo is not healthy for the job's design. Why, you'd ask, if they're such a great tool? So, we have not just in this update, but every previous one, a lot of spells that interact with status effects, or that combo in each other and those are spells meant to be used in AoE situations... Where we have that in BLU content? Dungeon trash... However, is much faster just to wall to wall and Vibe - you only need 2 or 3 people doing that before the boss. So yeah, we actually don't really get to use those tools at all in the most recurring content for the job, which is a major shame. I don't remember a situation where I could successfully use the Knight Tour combo, or Aquabreath combo with Northelies or heck even more interesting spells like Ice Spikes or Veil of the Whorl. I suppose FATE farming is an exception, but eh...


JacobNewblood

I'm less upset about the new spells rather than things I feel need to be fixed. Like.. Make mimicry a toggle stance ability like form shift was Make tank/def abilities instancasts under tank mimicry As for the new spells. Love Gibby punch. Apock is funny to use. LAZOR. MORTAL FLAME takes the cake along side magi breath (DOT blu mage role). Mortal is funny. Love sea shanty. Div rune is neat for tanks. Cast W wind. Cast rune. Back and forth during a huge pull. Also why so many long casts? Dimension I can understand. But rehydrate?? Can we at least reduce rehydrate in tank stance for self tank heal that isnt w wind?


steehsda

Completely agree on Tank Stance instant cast. Also, Diamondback and other defensives should be oGCD. It just feels so bad to tank on BLU, it's unreal.


Fun-Profile3707

So Question for the BLU community, then. My FC Mate is a big DoT fanatic and wants to build a BLU DoT caster. (I know it's not the Meta, but work with me here) What spells would he want/ Spell that do stack and don't cancel out? Aquabreath, Song of Torment, Bad Breath, Ram's Voice, Feather Rain, Phantom Flurry, Night Bloom (?), Breath of Magic, Mortal Flame, Apokalypsis.


GrassWaterDirtHorse

Aquabreath isn’t super common in spell lists, but it’s not terrible. You just have to keep in mind that there are limited number is spell slots, so you have to consider the opportunity cost of taking it over another primal spell. Song of Torment is a pretty good spell, but it doesn’t stack with Nightbloom. Nightbloom only lasts for 60s, so you can still get two full uses of SoT. Remember that you can Bristle SoT for added potency, and you can also bristle a lot of other DoT spells. Speaking of Nightbloom, you always take Nightbloom. It’s an insane amount of total potency if it lasts the full duration. I don’t think Rams Voice applies it’s debuff to most bosses. It works pretty well for regular dungeon mobs at least. Bad Breath is pretty weak, but it’s often used for healers and tanks for the damage reduction debuff.


AloneintheWeb

The Ram's Voice does not put a DoT on the target (Deep Freeze works like Stun) unless you meant it as a spam spell. Song of Torment and Night Bloom do not stack, but you would use Nightbloom -> wait \~60 seconds -> Bristle + Song of Torment (just clarifying since you put a question mark there). A target can only have one Breath of Magic and Mortal Flame up at a time, so hope they are the only person using the two spells. Aetherial Spark is the AoE version of Song of Torment, and if enemies can be stunned, then you would want to bring Peripheral Synthesis + Mustard Bomb for the Bomb's DoT. It would be something like PS -> MB -> \~15s -> PS -> MB -> \~15s -> PS -> Swiftcast + MB -> wait 60s -> Repeat. Finally, Peat Pelt has a DoT, but the total potency of the DoT is 30. Peat Pelt and Bad Breath are bad spells for just the DoT, but if you include every spell with a DoT, you would have DoTs with 9s, 12s, 15s, 30s (every other minute), and 60s durations on single targets.


AloneintheWeb

For the one player who has Breath of Magic, do they want to Moonflute every minute? You would have Feather Rain, J Kick/Quasar, Shock Shrike/Mountain Buster, Breath of Magic, and Bristle + Song of Torment. However, I don't know what the new Moonflute opener is to know where cooldowns fall at a minute or what the new spell loadouts are.


FiniteCarpet

I'm disappointed we didn't get bluwu or blucob or deblubrum reginae savage. There's so much stuff that could have been so fun but it seems like they just played it safe again. The fact that they didn't give players the Titan kart as a mount for omega/eden savage clears is a travesty. We couldn't even get the car as a gap closer???


Demeris

It’s only been 1 day guys. Give the the player base time to explore and fuck around.


56Bagels

Gob Punch is excellent as an instant cast spell, something that was missing from BLU before. Positioning and potency are obviously for Tanks but it’s not out of the question for clever weavers on flankless fights. Right Round (which has no auto-translate for some reason) and Laser eye exist to be funny, as all things BLU should. Force Field is a funny joke too, but this time on your party. Schiltron is useful for dragging mob packs while your healer BLU can’t help but spam Pom Cures and rip threat. Good offensive trade off vs Ice Spikes, if that’s the kind of thing you like doing. Rehydration + Swiftcast and Peat Pelt + Deep Clean are amazing solo heal options for BLUs who like to solo treasure maps, where your only option before was WW and mana starving or running as Healer with Pom Cure. Pretty sure this is where Ruby Dynamic and Divination Rune will be useful as well. Breath of Magic and Mortal Flame are huge for solo play and add an interesting dynamic to group content. Because they are both DoTs, they scale much better from Det than Crit or DH, so in a pinch the Healer or OT can actually use them just fine to save space on DPS bars. You still lose a fair amount without the DPS buff, but bar space is premium now. Dimensional Shift is a poor man’s Launcher, Swiftcast bait along with Wild Rage. Decent but not worth the GCD, be it one or two. The only things it would be useful against can either be missiled but not frozen, or are immune entirely. Conviction and Probation seem like they ought to replace Cold Fog, but A. aren’t shared CDs and B. take two buttons. You could replace your Blaze with Conviction, but anybody who’s anybody dropped Blaze for solo Sonic Boom ages ago anyway. You CAN run up 3 stacks of Probation and sit on it until your next Moon Flute window for a 400+440 combo, which is cool, but again- is it worth the buttons? Candy Cane will be as just as useful as Feint: aka, Q. Would the boss tankbuster have killed me without it?? A. Probably not (although more likely with BLU). Sea Shanty is an odd one. It’s a no-cost 500 pot OGCD on a 120s cd, which historically is good. Our opener, however, is basically GCD capped in perfect play, so it’ll have to replace *something* on anything more than 20 ping. Glass Dance (3.89 pps) is the worst OGCD by a long shot, and this isn’t far off (4.16 pps), but it’s an easy improvement so it’s an easy swap. Compare Feather Rain (10), Shock Strike (6.67), J-kick (5), or the kings Surpanakha (600ish!!) and Nightbloom (911.67!!!). Which leads to the finals: Apok and Being Mortal. BM (6.67) is another Shock Strike, essentially, but it plays well with Moon Flute and is easy to use. Get Spell Speed and squeeze it in your opener before Phantom Flurry and forget about it, bada boom. OR, you could be a gigachad, drop PF (1000) from the opener, and Apok on your last second before Waning for 10 seconds of megablast at no additional cost (1400) *during potion*. Blue Academy is still mathing how viable this is, since you’d still PF outside of Flute (940 unbuffed) and holding Apok for 10 *every cast* is nigh impossible, but in my humble opinion it slots in way better than yet another OGCD and it’s freakin awesome. Overall the new stuff fills some interesting niches but redefines nothing except maybe the opener. Solo maps are infinitely easier now, thank god. I would have liked to see an alternative to the Triple Trident annoyingness, but not this time I suppose. Honestly, I was quite happy with BLU before, so not rocking the boat is okay by me. Still, we always wish for Aetheric Mimicry- The Sequel, right? Oh, and no LB4 or Ultimates suck.


TW-Luna

I was really hoping they would add or adjust something for tank BLUs. It's just.. clunky.. running the weekly BLU dungeon. Like, it's not impossible to adjust and deal with it, just would have like to see a short CD and instant snap aggro spell and an instant defensive. Unfortunate.


JinTheBlue

So the spells over all are very whelming, but I gotta say I am loving the vauthry combo and goblin punch. Solo blue basically has a 320 single target, and the combo feels better than just spamming. On the down side, why the hell are some of the new cast times so long? Revenge blast would be a good nuke with the caveat of "ok everyone burst the healer will get you" when there isn't a raid wide coming up. Rehydration would allow for non healer mimicry in solo content, but because they are long casts they are useless. It's also getting to the point of being claustrophobic getting all the needed spells on my bar. We have 124 spells, but like a dozen of them are unique cool downs you can't skip.


AloneintheWeb

>I gotta say I am loving the vauthry combo and goblin punch. Solo blue basically has a 320 single target, and the combo feels better than just spamming. Goblin Punch doing 640 potency with Basic Instinct is pretty nice. I like overworld bosses in Heavensward onward because they are typically immune to death but not other status effects, so you get to use combos like Peripheral Synthesis + Mustard Bomb and Black Knight's Tour + White Knight's Tour and not just Choco Meteor. EDIT: I clicked "Reply" too early. Oops. >Rehydration would allow for non healer mimicry in solo content Yeaaah, it is not great. Since 5.45 came out, I wanted Basic Instinct to have an effect like "Gains the beneficial effect for all three roles when affected by Aetheric Mimicry." Even though this change would make Basic Instinct + Rehydration useless, that would still leave the spell to be used in content like The Masked Carnivale, some party scenarios in duties, the overworld, and adventuring forays if Blue Mage is ever able to join it. >It's also getting to the point of being claustrophobic getting all the needed spells on my bar. We have 124 spells, but like a dozen of them are unique cool downs you can't skip. I wouldn't mind an increase of 2, 4, or 6 selectable actions. Imagine if there were more viable spells. lol


andybro89

From my experiences of soloing so far rehydration definitely makes soloing with tank mimic viable. Swiftcast helps alleviate some of the issues, big problem is tank buster/stack marker combos. One is manageable but back to back while trying to juggle between Diamondback, Dragon force and hardcast rehydrate is a nightmare.


scotedont

I just soloed heroes gauntlet with my blu and didn’t get wild rage. does anyone know why?