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View Full Version : What is a Blue Mage??!?!


TGNExtendedGamer
10-28-2005, 09:38 AM
I have looked through the other threads and have not really understood exactly what a blue mage will be. Is it going to be like a RDM? Any info would be nice. I am just curious... :)

Balfree
10-28-2005, 09:49 AM
A blue mage is a mage who likes to wear blue mage clothes! :O

-.-

A blue mage doesnt have it's own ability other than "Learn", all they do is learn abilities of other enemies and use them in battle, atleast it has been like that up until now, all we can do is wait and see what the blue mage will be like in FFXI.

neighbortaru
10-28-2005, 09:50 AM
no one knows because it hasn't been released yet silly.

nanatsu
10-28-2005, 09:51 AM
A blue mage is a mage who's feeling down and sad :p

ibroyles
10-28-2005, 09:55 AM
Lol.

Balfree
10-28-2005, 09:57 AM
No u r D: *report*

o.o i'm starting to hate these threads lol /ugh

DrivenTooFar
10-28-2005, 10:06 AM
Pick up a copy of an earlier Final Fantasy game to get a feal for what the Blue Mage would be like. Honestly, I didn't think there was anyone out there who didn't know what a Blue Mage was.

Tsikuro
10-28-2005, 11:13 AM
In essence, Blue Mages learn opponents' "special abilities" (I.E. a Goblin's 'Goblin Rush') and use them against their foes.

TGNExtendedGamer
10-28-2005, 11:56 AM
Ah ok. I know it has not been released yet but i wanted to know any info on it. Thanks, that is all i really wanted to know. I love the sarcasm (I am a very sarcastic person)... lol

Macht
10-28-2005, 12:03 PM
Blue Mage actually has a definition of what he is by what Blue Magic is. Blue Magic is the spiritual summoning of a monsters ability and traits, in order to do so though the Mage must experience it's effect in some way.

Most Blue Mages of the past usually experienced the ability by taking a hit from the ability. How they decide to work Blue Mage in FFXI is still unknown, but one thing you can be certain is you'll be using special abilities that before were unique to the monsters only.

For example 1,000 needles, Goblin Rush, Mighty Blow, etc...

Just if the abilities I stated we'll get to use I don't know, photos of the Blue Mage in FFXI shows him using Flame Breath, and Spider Webs.

ln14jr
10-28-2005, 07:59 PM
Lol, I like the replies from the other posts.

Anyhow, Blue Mages to my knowledge first appeared in Final Fantasy V (FFV), and then later in Final Fantasy Tactics. It was one of many jobs that were available. The only unique ability a blue mage had was "learn." Blue Mages had the ability to learn any special monster attack for instance what Macht mentioned: "1000 needles" attack. They could then unleash this learned ability to any foe.

However when a blue mage learn anything they had to survive the attack first. So if you died, you don't learn it. Another thing was, a Blue mage in FFV could equip basically what a RDM could equip.

Memory on some details may be hazy but I think that's what a blue mage was. In terms of traits and other abilities (such as 2hr and stuff) will be in FFXI, your guess is as good as mine.

IGeostigmaI
10-29-2005, 08:15 AM
A bleu mage (according to previus FF) is as mentioned above, Almost a copy of the RDM in therms of equips and statistics.

The main Skill of the bleu mage is the ''Learn'' Like the skill sais he can learn skills. The bleu mage unlike he redmage can be a good fighter and a good magitian dependin on the skill he has.

In previus final fantasy's bleu mage was mostly combined with WHT then to bleu mage for the buffs and then traiend to do a load of damage to a load of monster as quickly as possible using monster skills. If I remeber correctly, The trick was to Buff you party, have ''MP burn''(damages SP) and ''Astra''(Reverse MP/HP) to the big monsters and Miasma on the puny ones or the famus Zombify+Life. Those are the skills that made the Bleu Mage bether then the RDM,WHT,BLK,ELE,ILU,ALC

Macht
10-31-2005, 11:32 AM
However when a blue mage learn anything they had to survive the attack first. So if you died, you don't learn it. Another thing was, a Blue mage in FFV could equip basically what a RDM could equip.


The Blue Mage in FFX-2 (Called Gun Mage) actually did not need to survive the attack, they simply only needed the experience of the attack survive or not.

ln14jr
11-02-2005, 05:51 AM
The Blue Mage in FFX-2 (Called Gun Mage) actually did not need to survive the attack, they simply only needed the experience of the attack survive or not. Interesting... Didn't know that. Then again, I skipped FFX-2 and went into FFXI.

Wonder what SE would do with Bluemage in FFXI. And What would be the three letter acronym.... BUM? Lol, maybe not.

Karinya
11-02-2005, 06:32 AM
Also in FFV, you didn't have to survive to learn the attack. In fact, Lv 5 Doom could only be learned by dying from it (if it misses because your level is not a multiple of 5, you do NOT learn it).

Of course, FFXI doesn't have Lv 5 Doom, and I doubt if blue mages will be allowed to learn Mortal Ray, Doom or Death. But it could be useful to be able to learn 1000 Needles even if you die from it... or Spike Flail... any of the other high damage moves like Deadly Hold, Death Scissors, Sickle Slash, Screwdriver.

Top 10 monster abilities I predict Blue Mages will NOT get:
10. Meltdown
9. Self-Destruct
8. Level 5 Petrify
7. Baleful Gaze
6. Dancing Chains
5. Light of Penance
4. Carnal Nightmare
3. Throat Stab
2. Meteor
1. Mortal Ray

On the other hand, 1000 Needles and Bad Breath HAVE been blue mage learnable, in some games that have those attacks and have blue magic. So they are not out of the question.

There are also some monster abilities that would just be pointless for blue mages: anything that causes curse or virus, for example. Tortoise Song would have very limited usefulness (basically none at all if blue mages get eft or wyvern dispelgas). Everyone's Grudge - how would that even work?

ln14jr
11-02-2005, 07:14 AM
Also in FFV, you didn't have to survive to learn the attack. In fact, Lv 5 Doom could only be learned by dying from it (if it misses because your level is not a multiple of 5, you do NOT learn it).

Of course, FFXI doesn't have Lv 5 Doom, and I doubt if blue mages will be allowed to learn Mortal Ray, Doom or Death. But it could be useful to be able to learn 1000 Needles even if you die from it... or Spike Flail... any of the other high damage moves like Deadly Hold, Death Scissors, Sickle Slash, Screwdriver.

Top 10 monster abilities I predict Blue Mages will NOT get:
10. Meltdown
9. Self-Destruct
8. Level 5 Petrify
7. Baleful Gaze
6. Dancing Chains
5. Light of Penance
4. Carnal Nightmare
3. Throat Stab
2. Meteor
1. Mortal Ray

On the other hand, 1000 Needles and Bad Breath HAVE been blue mage learnable, in some games that have those attacks and have blue magic. So they are not out of the question.

There are also some monster abilities that would just be pointless for blue mages: anything that causes curse or virus, for example. Tortoise Song would have very limited usefulness (basically none at all if blue mages get eft or wyvern dispelgas). Everyone's Grudge - how would that even work? Well, Hmm... been awhile since I played FFV. It was like 1995 (not sure about the release date)? I played the original Japanese version. So well, seems like I forgot alot about what a blue mage was. But, thanks for the refresher course on what a Blue mage is.

Pteryx
11-05-2005, 10:48 AM
Blue Mage was in Final Fantasy Tactics Advance, I think... I know for certain that they weren't in the original FFT. Of course, OTOH, there were two abilities in FFT that could only be learned "blue mage style" (take the hit and survive with the proper class), and a few others that could optionally be learned that way...

As mentioned, the Blue Mage's first appearance was in FF5. They were indeed sword-wielders in that, so FF11's blue mages having scimitars isn't unprecidented -- just a cultural shift.

The second appearance of the blue mage, and the first one most Americans were introduced to, was FF6's Strago. If I recall correctly, though, in the US version learning blue magic was simplified so that you didn't have to be hit, just observe it.

The third appearance was the Monster Skill (I think) Materia in FF7.

The fourth was Quistis's Limit Breaks in FF8... and here we saw a break from the classic pattern. Rather than learning by being struck, she learned from monster parts, as I recall.

The fifth was FF9's Quina, another variant version of the Blue Mage. She learned by swallowing enemies whole... which I can guarantee won't be the style used in FF11. ;)

I don't know much about the sixth (FFTA) and seventh (FF10-2) versions, so I'll leave the commenting on those to others.

If we see a take on the Blue Mage other than the classic "experience the spell" or the watered-down "observe the spell" version, it'd probably either be Quistis-style or something new. Whatever the case, scrolls will probably not be involved.

I'm hoping that they stick to the classic style for offensive abilities, myself, and give Blue Mage something like an activated version of FFT's MP Switch for short-term tanking -- that way, BLUs won't get a free ride spellwise. As for defensive abilities, they'll be necessary for a midline mage like they've said BLU will be, so my own guess would be some kind of quest involving collecting monster parts for each of those. -- Pteryx

Altae
11-05-2005, 11:55 AM
If you ever played FFX or FFX-2 (2 of the more recent FF games compared to the FFs before #7.), there are blue mage abilities in those. The type of job or role of the character wasn't as blue mage, but it was something they could do.

In FFX, Kimahri is able to learn enemy abilities when they use it. Automatic learn. Though, he can only hold certian abilities in his list for permanant use. *like Omega/Ultimate Weapon's Nova attack.*

In FFX-2, your trio of characters have the abilitiy to change into the Gun Mage job. Of course, that's assuming you took the time to find the dress sphere for it. Same deal as FFX, learn abilities automatically when monsters use them. However, this particular job was also able to use various kinds of bullets that dealt extra damage to enemies of certian types. (i.e. plants, magic, armor, etc, etc.)

This is a very light idea of what a Blue Mage is like. I' hope FFXI's Blue Mage will be a little like the Gun Mage job from FFX-2. Using their current weapon, they could use some "en-" spell to enchant it with an effect that'll do extra damage to an opponent of a kind. That would be so cool for RDMs to sub^^

Top 10 monster abilities I predict Blue Mages will NOT get:
10. Meltdown
9. Self-Destruct
8. Level 5 Petrify
7. Baleful Gaze
6. Dancing Chains
5. Light of Penance
4. Carnal Nightmare
3. Throat Stab
2. Meteor
1. Mortal Ray

I would think they'd make Self Destruct a learnable ability. Last resort to try and save a losing PT.

HMStudio
11-06-2005, 11:30 PM
All Instances of Blue Mages in the Final Fantasy Universe:

FF5 -- Job; Struck by to learn. "Learn" ability could be set as passive with another job
FF6 -- Single Character; Observe to learn, didn't need to be attacked by it to aquire it
FF7 -- Materia; Struck by and survive to learn
FF8 -- Single Character; Use items obtained from mobs to learn, Limit break to use
FF9 -- Single Character; Weaken enemy then eat them to learn ability
FFX -- Single Character; Lancet ability on mob to learn, Limit break to use
FFX-2 -- Job; Struck by and survive to learn
FFTA -- Job; Struck by and survive to learn. "Learn" ability could be set as passive with another job

Comon Usefull Blue Mage Spells:

White Wind/Pearl Wind -- Heal all party members for the ammount of your current HP

Big Guard -- Protect/Shell/(haste)

Angel Whisper -- Cure III Equivelant/Reraise

Bad Breath -- Inflict all status ailments on a group of enemies

Self Destruct -- 2 versions. The first deals dmg to all enemies in the ammount of current hp, while at the same time killing caster. The other deals dmg by the difference of current hp to max hp, while killing caster.

Magic Hammer -- 2 versions. The first deals damage to target's MP, the second deals damage to targets MP, and replenishes casters MP for the dmg'd ammount.

level specific spells -- Multiple versions, usually falls under an intiger of 3 or 5, and has various outcomes, from confuse, stone, death, etc.. also has been lvl ? pearl and lvl ? white, which usually falls under a specific of total time played, digit of gil, or some other variable

hp differential spell -- This one has a plethora of different names ( i don't honestly think it has kept the same name through any two FF games). Max HP - Current HP = DMG.

1,000 Needles -- Learned from cactuars. Does 1000 dmg every time. ignores defense

Roulette/Pandora's Box -- This one picks a random PC/NPC from all party's involved in the battle (both friend and foe) and automatically kills them


These are not all blue mage's spells, just a few noteworthy ones that have been used in various Final Fantasies.

Jei
11-06-2005, 11:58 PM
you take the red mage, you realize how many nubs are out there.
you take the blue mage, you stay in wonderland.

LadyPeorth
11-07-2005, 02:00 AM
Top 10 monster abilities I predict Blue Mages will NOT get:
10. Meltdown
9. Self-Destruct
8. Level 5 Petrify
7. Baleful Gaze
6. Dancing Chains
5. Light of Penance
4. Carnal Nightmare
3. Throat Stab
2. Meteor
1. Mortal Ray


While those are nasty ones...do not forget:
Curse (Self explanatory)
Everyone's Grudge (go out and die as a level 1 job over and over and rapidly build up damate)
Fanatic Dance (Dynamis Orc AoE Charm move)(self explanatory)
Wrath of Gu'ldah (Dynamis Quadav AoE damage, knockback, and Gravity move)(by just spamming this, you disable any mob that cannot attack at long range)
Thunderbolt (AoE Stun, fairly large AoE stun)
Chaos Blade (Curse type move)
Sand Trap (AoE Petrification)
Biotic Boomerang (AoE Plague, which is HP/TP drain)
Petro Eyes (Petrification)
Petrogaze (Petrification)
Bleat (AoE HP down by a lot)

Karinya
11-07-2005, 11:04 AM
Yeah, good ones. I was sort of assuming people understood that Dynamis/HNM only moves were out of the question (otherwise why don't you list Light Blade, Nightmare and Spike Flail too? Technically, Howling Moon etc. are skills used by a monster too...) and only moves used by NORMAL monsters will be learnable, but still forgot Bleat and Petribreath. Although I guess by that principle I needn't have listed Meteor - which may technically be a spell anyway.

I don't think Sand Trap is impossible, though, since its duration is so short - it's really no better than Whirl of Rage in that respect. AoEs are typically much less useful to players than they are to monsters - because if there is more than one monster in your camp, you probably DON'T want to hit the other one(s) besides your main target. (Although Sand Trap might not break sleep, it would certainly pull in a non-aggro mob wandering through camp.) The main thing that really makes it dangerous is the hate reset, which would have no effect when a player is using it. Aside from that it's just a Stun that applies against different resists.

AoE enfeebles like Sand Trap, Dreamflower and Jamming Wave could be enormously useful in some BCNMs as well as Dynamis and possibly Limbus.

Plague I could actually see them going either way on. Monsters get TP FAST with multiple players on them. Draining it gradually would be useful, but not nearly as great as resetting it instantly whenever you want. It'd be nasty in Ballista, but on the other hand players can remove it if they have a WHM (or in 60+, /WHM) with them.

Aegis Schism would be tremendously useful, but is probably too good to be true. (Then again, I probably would have said that about Spiderweb if it wasn't confirmed in the video. Spiderweb spam alone will get me to support inviting 3 or so BLUs to Dynamis even if they have no other useful abilities.)


BTW, in FF Tactics Advance, Blue Mage is abbreviated BLU, uses scimitars, and learns blue magic by being hit by it (I don't remember whether survival is mandatory, or whether an exception is granted for Reraise, which works differently in FFTA than in FFXI anyway). In both FFV and FFTA, the Learning trait can be used by other jobs, and people hit with learnable blue magic while they are other jobs *do* learn it. This suggests (though it is not definite) that other jobs with BLU subbed will be allowed to learn blue magic. Personally I suspect that all blue magics will have either a minimum BLU level to learn them (so if it's above 37, then you'll have to be a main job BLU), a minimum BLU level to cast them, or both - in addition to the restrictions of MP cost, casting time and recast time. (If 1000 needles costs 300 mp, that alone will stop level 1 BLUs from using it.)

Hmm, now I'm wondering about the possibilities for needleburn parties... XD Unlike manaburns, pulling multiple mobs at once would not necessarily be good even though the attack is AoE, but they *could* do huge amounts of damage to a single target. (One RDM or BRD, 5 BLU = instant 5k damage, then followed by fire breath or whatever other damage options they have. 1000 needles is unresistable and not affected by magic def bonus...) Depending on their MP recovery and whether or not 1000 needles has an ancient magic-like cast time. (And if BLU have their own MP recovery methods, they might not even need the RDM or BRD and could go 6 BLU.)

Orpheausjr
11-07-2005, 01:50 PM
you will just have to wait and see

LadyPeorth
11-07-2005, 02:27 PM
Probably Blue mage will only have access to tame-able monster skills...due to balance issues. They might have access to some non-Zilart/CoP uncharmable monster skills...but it's highly doubtful we'll get the best ones. Although...I will say this...Bad Breath is a damn good skill all it's own.

Sand Trap is more for AoE for a short bit. Try Sand Trap to enable you to cast Thunder Break, then Whirl of Rage, and end with either Sleep Flower or Ice Break. It's not the duration but that it gives you the time to fire off other abilities very quickly

Lone Dragon
11-07-2005, 05:08 PM
Morbol = Untamable.

Blue Mage without Bad Breath = Crime against God and Nature.

YOUR THEORY FAILS. >:O

Gwynn
11-09-2005, 10:07 AM
Morbol = Untamable.

Blue Mage without Bad Breath = Crime against God and Nature.

YOUR THEORY FAILS. >:O
XD Well said!

Another ability that might be useful is "Magic Shield", which is used by Evil Eyes in Castle Zvahl. Correct me if I'm mistaken, but this ability grants temporary immunity to magical damage, does it not? If so, it would be useful in the rumors of Blue Mage being a tank job. Just some food for thought ^^

Karinya
11-09-2005, 02:07 PM
Yes, both ahrimans and pots have a magic immunity shield, either of which would be very useful for BLU. Ahriman have a ranged attack immunity shield too.

Also, if you get a good enough selection of monster WS, BLU could be as good as (or even better than) RDM at enfeebling. (While still lacking refresh, haste and most enhancing magic, using current monster WS.) Spiderweb for slow is already more or less confirmed, tigers have paralyze, rarabs and sea monks can blind, anticans and dhalmels silence (will BLU get any beastman abilities?), anticans and pots can gravity, scorpions can bind and poison, dhalmels and fomor can lower defense, 3-bats and leeches lower attack, beetles and 1-bats lower evasion, efts and wyverns dispel, weapons stun...

And they can get damage aoe, too. Lots of it, potentially including most of the elements in the game plus physical. Fire breath is the other ability shown in the TGS video - positioning for directional-aoe blue magic is going to be interesting, since no current PC ability has that type of aoe. Can you magic burst fire breath, cursed sphere, poison breath, ice/thunder break, stormwind, great sandstorm? I would guess yes.

A lot depends on precisely *which* monster abilities BLU get. I doubt they will get *everything* not already listed in this thread (but on the other hand, they will almost certainly get some abilities that aren't even in the game yet because they come from TAU monsters - this could be where we see Mighty Guard and White Wind).

Macht
11-09-2005, 03:18 PM
Dhalmels do the Healing Breeze or whatever it was called, this could already be SEs variation to White Wind. Also Given that FFX-2 had a limited number of Blue Magic that the gun mages could learn, what if they incorporate such a limit for the Blue Mages on here. Of course making it were you can wipe out one you've learned you don't want, but basically then could potentially have many variations of different skill setups a Blue Mage could choose to learn.

With all the variation of abilities the monsters can do in the game you could see the Blue Mage being sort of having a range to be versital as almost anything given that they collect the right Blue Magic for it. Meaning a Blue Mage could probably select out various attack abilities and be an Offensive or DD Blue Mage. Were another could probably select out various defense abilities and be a Tank Blue Mage, and so on with the other abilities.

Shuya
11-09-2005, 03:37 PM
Blue Mage = made up by pot smoking kid who hates redmages....

Gwynn
11-10-2005, 07:07 AM
Blue Mage = made up by pot smoking kid who hates redmages....
You are one of the most unintelligent people I've ever had the misfortune of running across. If you're going to bash on Blue Mage, at least do it in an intelligent manner...

Balfree
11-10-2005, 09:35 AM
We have a new wave of trolls coming in~

HOLD TIGHT!

Or just ignore and move on~

ln14jr
11-10-2005, 11:31 AM
Maybe learned skills would be quested just like smn avatars. Abilities here would be permanent. And any abilities learned during regular mob fights would be temporay.

Altae
11-10-2005, 04:26 PM
you take the red mage, you realize how many nubs are out there.
you take the blue mage, you stay in wonderland.

Haha Jei^^ Funny :D