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Old 08-18-2005, 05:30 AM   #16 (permalink)
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Re: Blue Mages
Originally Posted by tdh
I've stated a number of times that I think a Blue Mage would be nice, but I just can't see how it would work in with the existing jobs.

I can't really even guess what jobs could be added. I mean we have 15 jobs, and some of these have problems finding party spots.
It's easy to fit any new jobs into the current arsenal of jobs found in FFXI.

Blue Mage? Give them a Refresh-type Spell, and a Dispel-type Spell and you've got yourself a steady replacement for Red Mage and Bard in EXP PT's. Red Mage and Blue Mage are essentially arch-types. They should have "somewhat" similar skills, but its up to the player to decide which job they would prefer of the two.

Chemist? Give them a easy way to create EX-potions (maybe on a timer?) which they could use on others. /item "Hi-Potion" <st> spamming and such in EXP PT's. at the same time they can toss status debuff and damage Potions as well. You've got yourself a steady for White Mage and Summoner/WHM's. Give them the option to create potions WITHOUT MP useage (of course, their heals would be weaker than WHM's, just like SMN's Heals), and you wont even need BLU/RDM/BRD in exp PT's! This allows for even more setups. If you argue that Hi-Potions and such give ridiculously low amounts of HP, just give them a Chemist Job Trait "Potion Potency" which doubles the effect of Potion Items, which not only makes their potions heal a considerable amount of HP, but at the same time it spreads them apart from a Chemist to a Person with alot of Gil who just Buys all their Potions.

Geomancer? Allow their nukes to do somewhat noticeable damage (nothing near the lines of elemental ninjutsu) and you can replace Black Mage, and other DD's.

Engineer? Allow them to do Sub-par damage, but allow their Machine Tools to do very powerful attacks. This is a good replacement for Melee DD's, especially if they allow Tools to be Similar to Blood Pacts, in the sense that they can Skillchain. Tachi: Enpi >> Drill OK?

Gambler? Gambler's were never really the high-end damage type, but rather their Slot Machine skill gives various PT buff's and Enemy damage, as well as Lagomorph which would probably be very nice slot to get in a PT. Don't forget theres always Giltoss as a last resort, although how useful that would be in EXP PT's...

Personally, these are the 5 jobs that I see becoming implemented in the future expansion(s). All these jobs (with the exception of Gambler) I feel would fit in VERY nicely in an EXP PT. One of the main reasons as to why there are problems with PT's forming is the lack of Tank/Mage/Support Jobs vs Melee Jobs. Alot of PT's never happen because WHM, BLM, NIN, PLD, BRD, RDM aren't around. If you implement these jobs above, you'd have a much easier time creating Parties.

You'd find setups like NIN/SAM/THF/ENG/GEO/CHE, PLD/WAR/DRK/GMB/BLU/SMN, etc... PT's would form much more easily, and not to mention that ALOT of people would be insanely happy.



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Last edited by Teffie : 08-18-2005 at 05:39 AM.
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Old 08-18-2005, 06:32 AM   #17 (permalink)
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Re: Blue Mages
Lest we not forget the great enfeebing job that could be Dancer. Anyway, I agree with you Teffie, it would be easy for S-E to fit in new jobs if they wanted.




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Old 08-18-2005, 06:35 AM   #18 (permalink)
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Re: Blue Mages
Originally Posted by solid-jamz
Lest we not forget the great enfeebing job that could be Dancer.
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Old 08-18-2005, 08:21 AM   #19 (permalink)
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Re: Blue Mages
Quote:
Blue Mage? Give them a Refresh-type Spell, and a Dispel-type Spell and you've got yourself a steady replacement for Red Mage and Bard in EXP PT's. Red Mage and Blue Mage are essentially arch-types. They should have "somewhat" similar skills, but its up to the player to decide which job they would prefer of the two.

Chemist? Give them a easy way to create EX-potions (maybe on a timer?) which they could use on others. /item "Hi-Potion" <st> spamming and such in EXP PT's. at the same time they can toss status debuff and damage Potions as well. You've got yourself a steady for White Mage and Summoner/WHM's. Give them the option to create potions WITHOUT MP useage (of course, their heals would be weaker than WHM's, just like SMN's Heals), and you wont even need BLU/RDM/BRD in exp PT's! This allows for even more setups. If you argue that Hi-Potions and such give ridiculously low amounts of HP, just give them a Chemist Job Trait "Potion Potency" which doubles the effect of Potion Items, which not only makes their potions heal a considerable amount of HP, but at the same time it spreads them apart from a Chemist to a Person with alot of Gil who just Buys all their Potions.

Geomancer? Allow their nukes to do somewhat noticeable damage (nothing near the lines of elemental ninjutsu) and you can replace Black Mage, and other DD's.

Engineer? Allow them to do Sub-par damage, but allow their Machine Tools to do very powerful attacks. This is a good replacement for Melee DD's, especially if they allow Tools to be Similar to Blood Pacts, in the sense that they can Skillchain. Tachi: Enpi >> Drill OK?

Gambler? Gambler's were never really the high-end damage type, but rather their Slot Machine skill gives various PT buff's and Enemy damage, as well as Lagomorph which would probably be very nice slot to get in a PT. Don't forget theres always Giltoss as a last resort, although how useful that would be in EXP PT's...

Blue mage would have to have it so they can only use their spells at certain lvls, like other mages. Say you get lv5 Death, that'd hafta be at least a lvl 73 spell

Chemists? they'd have to be alchemists lol, make potions & stuff that way, & when their the chemist job, thier alchemy skill goes up twice as fast XD.

Engineer sounds nice, goes along with the chemist tho, they'd hafta be either Smiths or Gsmiths. or else have friends that plan to make things for them. It could also kind of be like nin, have special things for each abitily, like Drill Bits for drill XD.

Gambler. . . doesnt sound good to me lol, but hey, I just hate regular gambling, so it'd be diferent. Lower the job? less of a chance of getting better things in the slot machine thing.




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Old 08-18-2005, 08:53 AM   #20 (permalink)
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Re: Blue Mages
Could just make certain mob types drop certain scrolls only Bluemages can use. Or even give Bluemages a lvl 1 ability that attempts to learn a spell from certain mobs, and certain spells could only be used at certain lvls.

For example, you take your lvl 75 Rdm with a lvl 1 blumage sub and go drawing out mobs that have bluemage's high lvl spells. You then switch to your lvl 1 bluemage, and only have access to certain spells. But the more you lvl the more you can use.

Also, the rarest and greatest spells should only be obtainable from NMs, HNMs and BC, KS, ENM fights.

As for chemists, they should have no relation to alchemy what so ever. Crafts and Jobs should always remain two seperate and independent things. What they could do, is using ordinary items, create powerful EX medicines and potions that they can use on others. Some inflict status, some cure and buff, some do dmg ect. It'd all depend on what you made. When they use a 'mix' ability or what have you, they can use two seemingly random items to make potions and meds to use in a fight. The quantity of items made from materials used should be somewhat random, based on the chemists skill. Some one with high skill will more often recieve the high roll of items made, and one with low skill will be able to make less.

And to prevent high lvls who start as a lvl 1 chemist from making the best stuff available, make it so they have to use a scroll to 'learn' the recipe at a certain lvl and have to be at or higher then that lvl to make and use the items. They could also get the 'potent potions' trait a previous poster mentioned as well as a 'double stack' type traits, so that they can hold two 12 item stacks of materials in one slot. Maybe even add triple or quadrupal stack traits towards the higher lvls.

Just my two cents
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Old 08-18-2005, 09:32 AM   #21 (permalink)
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Re: Blue Mages
lol, with the double stack stuff, you'd be seeing some nin\chm lol, just to hold 2 99's in one slot




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Old 08-18-2005, 01:02 PM   #22 (permalink)
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Re: Blue Mages
Alchemists would really need that maxed out gobbie bag, huh?
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Old 08-19-2005, 03:09 PM   #23 (permalink)
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Re: Blue Mages
Yes they would. . . We need a Time mage too. . .




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Old 08-19-2005, 03:34 PM   #24 (permalink)
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Re: Blue Mages
WHM/RDM = Time Mage.

Double Post Edited:
Dancer = BRD

Time Mage = WHM/RDM or BLM/RDM(Stun = Stop)

Gun Mage = Why? Range attacks are not that strong, enough damage dealers. Already enfeebaling/nuking types of ammo.

Blue Mage = Why? Enough damage dealers.



Alchemist could be added well, if it is done well. Support that can do damage lightly and make medicine to help RNGs and melee do damage to HNMs.

Last edited by Blood Red Poet : 08-19-2005 at 03:34 PM. Reason: Automerged Doublepost
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Old 08-19-2005, 04:13 PM   #25 (permalink)
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Re: Blue Mages
Honestly, I'm surprised that so many people seem to think we'll get 5 new jobs in the next expansion. I figured there would be 3 at the most.

I still like the Time Mage idea, though. Demi, Stop, and other Time Mage spells from FFT and FFTA. Honestly the only ideas I've had for new jobs have been from those two games. I would love to see a Templar, but they're too much like a WAR.



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Old 08-19-2005, 05:25 PM   #26 (permalink)
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Re: Blue Mages
People are just thinking about the "new car smell". Just think past the first month, after everyone is out of the "ooooh-ahhhh" mood... the new job will either (1 not get partys, (2 stop others from getting partys, and (3 spawn 1,000,000 "THIS JOB IS OVER/UNDERPOWERED threads.
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Old 08-20-2005, 12:12 PM   #27 (permalink)
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Re: Blue Mages
Originally Posted by tdh
Honestly, I'm surprised that so many people seem to think we'll get 5 new jobs in the next expansion. I figured there would be 3 at the most.

<snip>
I personally don't remember anyone saying those jobs (or quantity) will be in the expansion, just that they're jobs they would like to see.

regarding Blue Mage, I like the TP version the most so far, since otherwise between all the jobs, you can cast all spells mobs can. however the mob TP dependant skills however cannot be learned, and would make a nice addition to the party.

like all FFs i've played, must be hit, must survive the battle, and for FFXI: must be within xp range and must not call for help. then it checks the % chance to drop an unreadable scroll like "scroll of bomb toss" (and will only do this if a Blue Mage is in the party and only they get the scroll) that you must take to an npc, could provide a gil sink, and then attain level like a regular mage or ninja to read the scroll.

abilities
5 Scan HP of mob (NMs cannot be scanned) EM and lower
15 HP Lancet (Like Drain but will not take HP if full) I have killed mobs with Drain while at FULL hps.
20 Scan II Scan now shows learnable skills from mobs from EM and lower.
25 Mob Control Unlike charming a mob to fight with you, you can access it's skills for one action. Bomb Toss itself or White Wind your party if it has enough tps.
30 Magic Lancet (like Aspir but same conditions HP Lancet)
40 Scan III Scan now shows Mobs MPs T and lower
etc yada yada yada

Scan: The unfortunate thing about Scan is it will work like in other FFs and not along with the /check command, as much as obstructive and annoying as Wide Scan is to the RNG if trying to pull something.

of course even if the job was in the game this isn't written in stone... example RDM. just an idea that was suggested and i changed portions of it. at least i think it would be interesting.

Note: I intentionally put Blue Mage Drain/Aspir at higher levels than the appropriate spells. Since there are Abilities and Enemy skills which are TP based I figured you should be worried about TP accumulation as opposed to Aspir/Mp but I know someone would go BLU/BLM to get both (or vice versa) but really, do you really want to stand back and nuke w/ half strength nukes or get in and accumulate TPs and use your skills and maybe get a new skill? Saying this, why have MP Lancet? I'll answer with another question: Why can RDMs equip HtH weapons but not get access to a HtH skill?
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Old 08-25-2005, 02:11 PM   #28 (permalink)
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Re: Blue Mages
Scan II & III would have to be JT, not JA, because why would you want to use 3 then 2 then 1. . . or any other order.

There should be a TP lances at 55-60 ish because they are so TP oriented. Sam would end up being a good sub if this job was made.

Being able to use Monsters abilities that you've learned would have to be like Blood Pact to prevent it from becoming to Overpowerful. the Learn Ability would be the 2 hour & what not. if no, then at least 30 min.




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Old 08-25-2005, 02:57 PM   #29 (permalink)
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Re: Blue Mages
Originally Posted by silentsteel
Scan II & III would have to be JT, not JA, because why would you want to use 3 then 2 then 1. . . or any other order.

you wouldn't:

Originally Posted by Enialas
20 Scan II - Scan now shows learnable skills from mobs from EM and lower.
like job traits, the skill upgrades, you won't have Scan I, Scan II and Scan III in your abilities, you'll just see Scan. and when you Scan, you use your full ablility. I don't know about you, but I sure as heck don't want Scan as a passive job trait, but at level 1 it shouldn't show HPs, MPs, learnable skills, mobs TPs , weaknesses, strengths yada yada

could you imagine Wide Scan as a passive ability? you would never be able to leave your map screen.

I listed Scan II to show that's it's better than Scan I despite it would just show Scan in your abilites, just like you only see "Fast Cast" or "Clear Mind" but not Fast Cast II ot III etc.


Originally Posted by silentsteel
There should be a TP lances at 55-60 ish because they are so TP oriented. Sam would end up being a good sub if this job was made.
this is one of the reasons I liked the TP dependant Blue Mage someone suggested, I'm sorry, i forgot who ; ;

Originally Posted by silentsteel
Being able to use Monsters abilities that you've learned would have to be like Blood Pact to prevent it from becoming to Overpowerful. the Learn Ability would be the 2 hour & what not. if no, then at least 30 min.
I don't think learn ability should be a 2 hour ability, like getting a Bind spell drop doesn't require a blm or rdm using thier 2hr. and for TP abilities becoming "Overpowerful" well, if SE ever put into FFXI they'd find some way to balance it, maybe having some abilities require 200% or even 300% tps to really be effective? some sam ws'es are depentent upon TP level to determine success/effectiveness, and for Blood Pact likened timer, well, I think telling someone they have to wait for 100%+ tps then having to wait for the 1 min timer to tic down... would have to be frustrating in the least. plus remember they are having to forgo thier WS, to pull an ability off, participate in SC or ability? With many Enemy skills being enfebelments outside of direct damage, there is a lot of room to play here. If SE feels an ability is too powerful, either it gets nerfed or removed.

I think this Blue Mage 2 hr, should be closer to Manafont than anything else really.

TPfont - (30 sec) able to use Enemy Skills using 0 TPs but all Skills are done at effectiveness as if TP meter was at 100%

sure overpowered, they might be able to get 2 or 3 bomb tosses in the time a blm can manafont 2 tornadoes or a rdm to chainspell Fire III a few times. but what's bomb toss going to (for example) an IT compared to an EM? and when a BLM mob EM at higher levels has a higher def than a pld would and more HPs than a mnk would, like 1000+?

also note: my yada yada yada at bottom of ability list, it is something i came up with almost spontaneously. it is not near fleashed out at all. it just has a certain appeal to me.



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Old 08-25-2005, 03:23 PM   #30 (permalink)
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Re: Blue Mages
Quote:
like job traits, the skill upgrades, you won't have Scan I, Scan II and Scan III in your abilities, you'll just see Scan. and when you Scan, you use your full ablility. I don't know about you, but I sure as heck don't want Scan as a passive job trait, but at level 1 it shouldn't show HPs, MPs, learnable skills, mobs TPs , weaknesses, strengths yada yada

could you imagine Wide Scan as a passive ability? you would never be able to leave your map screen.

I listed Scan II to show that's it's better than Scan I despite it would just show Scan in your abilites, just like you only see "Fast Cast" or "Clear Mind" but not Fast Cast II ot III etc.
Thats the thing though, the scan 2 & 3 add ons would have to be job traits, or it would clutter JA, Not saying that scan itself would be a JT.

Quote:
I think this Blue Mage 2 hr, should be closer to Manafont than anything else really.

TPfont - (30 sec) able to use Enemy Skills using 0 TPs but all Skills are done at effectiveness as if TP meter was at 100%
That works lol. Kinda like Sam's 2 hour but not at the same time :S




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