7.24.2009

Things Blue Mages Should Have Gotten (But Didn't)

Spells
Tinyc
Goblin Punch (Beastmen - Physical)
Damage varies with TP.
STR+1 DEX+1
Lv.12 22MP Blue Magic points 2

Historically, Goblin Punch has been a low damage, blunt physical attack. When used against a monster that is the same level as yourself, its attack power is raised dramatically. A spell that would help BLUs in Fields of Valor or managing agro against Even Match enemies and a Bludgeon +1 for 75BLUs without the TP feed.



TinycMighty Guard (Aquans - Magical)
Enhances target's defense and
magic defense.

HP-15 VIT+1
Lv.55 82MP Blue Magic points 6

Bestows on the user the effects of Protect III and Shell III. Diffusable. Stacks with Cocoon. Since Diffusion is a 75 merit, this wouldn't really touch RDM, WHM, or SCH's buffing capacities. It's a less potent buff, for when you have no WHM or SCH, your RDM doesn't feel like Protect/Shell IV everyone, and for solo.


TinycMatra Magic (Arcana - Magical)
Deals ice damage to an
enemy.

MP+5 INT+2
Lv.38 71MP Blue Magic points 4

Matra Magic varies from title to title. Usually it's a non-elemental magic attack, but sometimes, it either delivers MP damage or damage based on MP. I could see this dealing damage based on the difference between your current and max MP with magic accuracy of the spell inversely proportional to the damage calculation.


TinycWhite Wind (Dragons - Magical)
Restores HP for party members
within area of effect.
MND+2 CHR+2 VIT-2
Lv.67 106MP Blue Magic points 5

Description: restores HP to all allies in range based on your CHR, Level and current HP. Healing Breeze II--Something to compete with Healing Ruby.




Tinyc???? (Arcana - Magical)
Deals dark damage to an
enemy.
HP-20
Lv.70 224MP Blue Magic points 4

Deals damage based on your level and the difference between your max HP and current HP. Essentially a reverse-breath spell. Balanced by the fact that to deal maximum damage, you need to be near death, useless while weakened. Furthermore, like Matra Magic, its magic accuracy could be inversely proportional to its damage, making the use of Magic Accuracy gear (over HP gear) necessary. Even so, it'd have to have a soft damage cap on exceptionally strong enemies.


TinycAqua Breath (Beasts - Magical)
Deals water damage to
enemies in a fan-shaped area
originating from the caster.
Additional Effect: Reduces TP.

HP+5 MND+2
Lv.42 79MP Blue Magic points 3

Deals damage based on your level and current HP. A mid-tier Breath spell between Poison Breath and Radiant Breath. No DoT effect.


Dragon Force (Dragons - Magical)
Deals light damage to an enemy.
Additional Effect: enhances
defense and magic defense.

MND+2 VIT+3
Lv.69 124MP Blue Magic points 4

True to its use in past titles, bestows upon the user a small Defense and Magic Defense boost determined by Blue Magic Skill. Overwrites any Defense or Magic Defense boost in effect, but can be overwritten by any Defense or Magic Defense alteration. The rival spell of Eyes on Me.

Also:
  • A Level-based spell, such as Level 4 Slow or Prime Level Shear (High accuracy when used against a target whose level is a multiple of the selected number)
  • A powerful, mid-60's physical Plantoid spell (Kirin, Khimaira, Cerberus, Dark Ixion)
Equipment
  • hMP Swords: I don't really get this. PLD, RDM and BLU all have native MP and use swords. Why must we wipe our TP every time we want a little hMP? Of course, this would have to be maybe an augment on an already-powerful sword with good DPS.

  • Elemental Swords: RDM and BLUs alternative to staves. Could simply make them low DPS and 5% each, dual-wield for a maximum of 10%. Could have similar effects to the staves too, such as STR, attack, evasion, etc... so that those stats aren't put to waste.

  • "Enhances the 'Chain Affinity' Effect": At least one piece of relic should have had this effect. Either it should add a slight TP bonus to chain affinity, or lower its recast by some small amount (say 2 seconds).

  • "Enhances the 'Burst Affinity' Effect": See above. Would add bonus damage to magic bursts like Static Earring.

Job Abilities, Traits & Merits
"Memory" Option
If PUPs don't need to constantly reset their automaton's attachments, why the hell do BLUs always need to re-assign their Blue Magic spells? It's the most annoying thing to deal with ever, and makes me never want to Level Sync or change jobs.


Damage
MP
Job Trait
TinycDescription: Adds a chance to convert damage dealt to MP.
Notes: Idea here is that bursts of MP, rather than constant tics, are more useful for spellcasting. It would only consider mainhand weapon damage and the proc rate would be low. There would also be a soft cap on damage converted, meaning even if you're hitting for 150 damage, you will not get 150 MP return. Finally, double attacks and critical hits are not included. Only one hit of a multi-hit weaponskill would be considered.

Quiescence
Group 2 Job Ability 3:00, recast 10:00
Description: Reduces TP dealt by physical Blue Magic spells.
Notes: Blue Mages desperately need something like this, because Subtle Blow I and Auspice aren't enough.

1 comment:

Omari said...

First <3 for all the FFVI images. And I think all of the things you mentioned would be good additions to blu and wouldn't OP it at all. Specially the def/m.def moves.