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Skeepz
03-12-2006, 04:57 PM
What will be like the best sub for blue mage?? :D

Jei
03-12-2006, 05:07 PM
Blu/Corsair. I'll call it the ToA combinationwootzer.

Wiseman40
03-12-2006, 05:16 PM
Blu/Corsair. I'll call it the ToA combinationwootzer.

Hahah

Actually I was going to do the opposite and play cor/blu.

When I level blue I'm planning on /smn for the extra mp... From what I can tell, the blue mage should have all the stuff they need, so having more mp could be a wise choice. I'm prepared to sub whm as well.

I don't know how well corsair will work as a sub. It could either be super powerful or super lame depending on how early they get some of their better cards and how the chance of getting an 11 is modified when the job is a sub...
For all we know, subbing corsair would mean that you bust if you get over 7 or something 0_0, which would be extremely easy, making it practically useless.

I don't know how cor/blu will work out for me, but it seems to me that the corsair gambling abilities will stand on its own for a party, and that the subjob would just mean extra convenience.

Since the gambling doesn't take mp, and the corsair won't need vital things like taunt, I think that you'll see some people subbing blue for some of the nicer buffs and such that you may be able to get from enemies.

LadyPeorth
03-12-2006, 05:22 PM
/NIN for learning spells on own, /WHM for before Utsusemi, and possibly /WAR in parties...especially if they get the Crab and Bee spells: Pollen + Stoneskin + Defense Boost at early level = tough to kill.

aegina
03-13-2006, 05:40 AM
/whm. all mages should sub whm always lawlz

all mp is for cures onry!

pearlsea
03-13-2006, 06:29 AM
/whm oviously unless there are cure spells.

Auron517
03-13-2006, 07:04 AM
Hopefully, Blue Mage will benefit from a wide range of subjobs, instead of just one cookie cutter sub that everyone says you have to use.

lumpyspud
03-13-2006, 07:11 AM
I think BLU has a couple options for sub. From what i can tell BLU is going to be a major power house i think when subbing nin blu can easly solo as well as bst if not better but they will also be wanted in partys for the incredible power so it is really hard to say what there sub will be.

pearlsea
03-13-2006, 04:35 PM
^BLU wont be the "ultimate" job or anything like that, if it was then the game is doomed. BLU will be like anyother job but with a differant role.

Mog
03-13-2006, 04:37 PM
^BLU wont be the "ultimate" job or anything like that, if it was then the game is doomed. BLU will be like anyother job but with a differant role.

but it will get some of the most ridiculous abilities in the game: screwdriver, bomb toss, METEOR, the list could go on and on.

pearlsea
03-13-2006, 04:44 PM
Whoes to say they will get all the abilitys or that it will even be powerful? It could be a scaled down version of the mobs version. If it is the most powerful job then everyone will want to lvl it and gamebalence goes to hell. Sure it could be powerful but dont expect it to excide the current jobs ability. Also ive never played anyother FF game but what if they made it with the lowest defence in the game, all the damage you can do is limited on the hate your tank can build, just like BLM.

Skeepz
03-13-2006, 06:52 PM
So /war wont be a good sub for blue mage?

Mog
03-13-2006, 06:57 PM
prob not. I don't think BLU will have tanking abilities, so that deems war pretty useless in the long run.

LadyPeorth
03-13-2006, 07:17 PM
prob not. I don't think BLU will have tanking abilities, so that deems war pretty useless in the long run.

Sickle Slash, Screwdriver, Metallic Body, Secreation, Scissor Guard, Battery Charge, Pollen.

I think BLU could be a very good tank if they pick their abilities right...and depending on recasts.

SuperEclipse
03-13-2006, 08:06 PM
I know it more and likely wont work.. but BlU/Sam..XD

Hyrist
03-13-2006, 09:12 PM
I dont think Blu will have a cookie cutter subjob.

The reason for this is that there is such a wide assortment of spells/abilities from the monster list, and alot of them we'll be able to use... but we will have a limit to how many of them we can 'set'.

So you'll most likley be seeing BLU's take on multiple roles, DD, Tanking, Healing, and especially enfeebeling.

arkaine23
04-18-2006, 08:25 AM
I don't know if you've noticed that some of the better blu abilities like bad breath and 1000 needles (which incidentally come late in a blu's career) cost upwards of 200 mp. And who know's what the recast is? Also blu magic attacks have an elemental base, so our favorite ball-n-chain, I mean elemental staves will come into play at 51.


Now here's another thing. Blu gets a pretty decent sword skill, and also many moves which are physical type attacks that have a modifer by the blu's current TP. So Blu seems to have a couple of choices: Going with melee-oriented sub and using more of the physical moves, relying on JA's from subjob and a few magic oriented blu magics for enhancment and survivability. And more of a blm type role in later levels where mp recovery, nuking/enfeebling (in one spell lol) and magic bursting may take precedence along with a more magely subjob.


Here's what .dat miner's have turned up from the update. Note the mp costs. Some are quite efficient, others quite costly. And of course the lvl to use requirement can give an indication of when you can do what. Also, I don't see any refresh ability, just an aspir-like move gained from leeches...


Ability lvl to use job MP cost Description


Foot Kick 01 Blue Mage 5 Deals critical damage. Chance of critical hit varies with TP.
Pollen 01 Blue Mage 8 Restores HP.
Sandspin 01 Blue Mage 10 Deals earth damage to enemies within range. Additional effect: Accuracy Down.
Power Attack 04 Blue Mage 5 Deals critical damage. Chance of critical hit varies with TP.
Sprout Smack 04 Blue Mage 6 Additional effect: Slow. Duration of effect varies with TP.
Wild Oats 04 Blue Mage 9 Additional effect: Vitality Down. Duration of effect varies with TP.
Cocoon 08 Blue Mage 10 Enhances defense.
Metallic Body 08 Blue Mage 19 Absorbs a certain amount of damage from physical and magical attacks.
Queasyshroom 08 Blue Mage 20 Additional effect: Poison. Duration of effect varies with TP.
Battle Dance 12 Blue Mage 12 Delivers an area attack. Additional effect: DEX Down. Duration of effect varies with TP.
Feather Storm 12 Blue Mage 12 Additional effect: Poison. Chance of effect varies with TP.
Head Butt 12 Blue Mage 12 Damage varies with TP. Additional effect: "Stun."
Healing Breeze 16 Blue Mage 55 Restores HP for party members within area of effect.
Helldive 16 Blue Mage 16 Damage varies with TP.
Sheep Song 16 Blue Mage 22 Puts all enemies within range to sleep.
Blastbomb 18 Blue Mage 36 Deals fire damage to enemies within area of effect. Additional effect: "Bind."
Bludgeon 18 Blue Mage 16 Delivers a threefold attack. Accuracy varies with TP.
Cursed Sphere 18 Blue Mage 36 Deals water damage to enemies within area of effect.
Blood Drain 20 Blue Mage 10 Steals an enemy's HP. Ineffective against undead.
Claw Cyclone 20 Blue Mage 24 Damages enemies within area of effect with a twofold attack. Damage varies with TP.
Poison Breath 22 Blue Mage 22 Deals water damage to enemies within a fan-shaped area originating from the caster. Additional effect: Poison.
Soporific 24 Blue Mage 38 Puts all enemies within range to sleep.
Screwdriver 26 Blue Mage 21 Deals critical damage. Chance of critical hit varies with TP.
Bomb Toss 28 Blue Mage 42 Throws a bomb at an enemy.
Grand Slam 30 Blue Mage 24 Delivers an area attack. Damage varies with TP.
Chaotic Eye 32 Blue Mage 13 Silences an enemy.
Sound Blast 32 Blue Mage 25 Lowers Intelligence of enemies within range.
Death Ray 34 Blue Mage 49 Deals dark damage to an enemy.
Smite of Rage 34 Blue Mage 28 Damage varies with TP.
Digest 36 Blue Mage 20 Steals an enemy's HP. Ineffective against undead.
Pinecone Bomb 36 Blue Mage 48 Additional effect: Sleep. Duration of effect varies with TP.
Jet Stream 38 Blue Mage 47 Delivers a threefold attack. Accuracy varies with TP.
Uppercut 38 Blue Mage 31 Damage varies with TP.
Mysterious Light 40 Blue Mage 73 Deals wind damage to enemies within range. Additional effect: Weight.
Terror Touch 40 Blue Mage 62 Additional effect: Weakens attacks. Accuracy varies with TP.
MP Drainkiss 42 Blue Mage 20 Steals an enemy's MP. Ineffective against undead.
Venom Shell 42 Blue Mage 86 Poisons enemies within range and gradually reduces their HP.
Blitzstrahl 44 Blue Mage 70 Deals lightning damage to an enemy. Additional effect: "Stun."
Mandibular Bite 44 Blue Mage 38 Damage varies with TP.
Stinking Gas 44 Blue Mage 37 Deals wind damage that lowers Vitality and gradually reduces HP of enemies within range.
Awful Eye 46 Blue Mage 32 Deals water damage that lowers Strength and gradually reduces HP of enemies within a fan-shaped area originating from the caster
Geist Wall 46 Blue Mage 35 Removes one beneficial magic effect from enemies within range.
Magnetite Cloud 46 Blue Mage 86 Deals earth damage to enemies within a fan-shaped area originating from the caster. Additional effect: Weight.
Blood Saber 48 Blue Mage 25 Steals HP from enemies within range. Ineffective against undead.
Jettatura 48 Blue Mage 37 Enemies within a fan-shaped area originating from the caster are frozen with fear.
Refueling 48 Blue Mage 29 Increases attack speed.
Sickle Slash 48 Blue Mage 41 Deals critical damage. Chance of critical hit varies with TP.
Frightful Roar 50 Blue Mage 46 Weakens defense of enemies within range.
Ice Break 50 Blue Mage 142 Deals ice damage to enemies within range. Additional effect: "Bind."
Self-Destruct 50 Blue Mage 100 Sacrifices HP to damage enemies within range. Affects caster with Weakness.
Cold Wave 52 Blue Mage 37 Deals ice damage that lowers Agility and gradually reduces HP of enemies within range.
Filamented Hold 52 Blue Mage 38 Reduces the attack speed of enemies within a fan-shaped area originating from the caster.
Hecatomb Wave 54 Blue Mage 116 Deals wind damage to enemies within a fan-shaped area originating from the caster. Additional effect: Blindness.
Radiant Breath 54 Blue Mage 116 Deals light damage to enemies within a fan-shaped area originating from the caster. Additional effect: Slow and Silence.
Feather Barrier 56 Blue Mage 29 Enhances evasion.
Flying Hip Press 58 Blue Mage 125 Deals wind damage to enemies within range.
Light of Penance 58 Blue Mage 53 Reduces an enemy's TP. Additional effect: Blindness and "Bind."
Magic Fruit 58 Blue Mage 72 Restores HP for the target party member.
Death Scissors 60 Blue Mage 51 Damage varies with TP.
Dimensional Death 60 Blue Mage 48 Damage varies with TP.
Bad Breath 61 Blue Mage 212 Deals earth damage that inflicts multiple status ailments on enemies within a fan-shaped area originating from the caster.
Eyes On Me 61 Blue Mage 112 Deals dark damage to an enemy.
Maelstrom 61 Blue Mage 162 Deals water damage to enemies within range. Additional effect: STR Down.
1000 Needles 62 Blue Mage 350 Shoots multiple needles at enemies within range.
Body Slam 62 Blue Mage 74 Delivers an area attack. Damage varies with TP.
Memento Mori 62 Blue Mage 46 Enhances magic attack.
Frenetic Rip 63 Blue Mage 61 Delivers a threefold attack. Damage varies with TP.
Frypan 63 Blue Mage 65 Delivers an area attack. Additional effect: "Stun." Accuracy varies with TP.
Hydro Shot 63 Blue Mage 55 Additional effect: Enmity Down. Chance of effect varies with TP.
Spinal Cleave 63 Blue Mage 61 Accuracy varies with TP.
Feather Tickle 64 Blue Mage 48 Reduces an enemy's TP.
Voracious Trunk 64 Blue Mage 72 Steals one beneficial effect from an enemy.
Yawn 64 Blue Mage 55 Puts all enemies within range to sleep.
Infrasonics 65 Blue Mage 42 Lowers the evasion of enemies within a fan-shaped area originating from the caster.
Frost Breath 66 Blue Mage 136 Deals ice damage to enemies within a fan-shaped area originating from the caster. Additional effect: Paralysis.
Sandspray 66 Blue Mage 43 Blinds enemies within a fan-shaped area originating from the caster.
Diamondhide 67 Blue Mage 99 Gives party members within area of effect the effect of "Stoneskin."
Enervation 67 Blue Mage 48 Lowers the defense and magical defense of enemies within range.
Firespit 68 Blue Mage 121 Deals fire damage to an enemy.
Warm-Up 68 Blue Mage 59 Enhances accuracy and evasion.
Hysteric Barrage 69 Blue Mage 61 Delivers a fivefold attack. Damage varies with TP.
Tail Slap 69 Blue Mage 77 Delivers an area attack. Additional effect: "Stun." Damage varies with TP.
Amplification 70 Blue Mage 48 Enhances magic attack and magic defense.
Cannonball 70 Blue Mage 66 Damage varies with TP.
Heat Breath 71 Blue Mage 169 Deals fire damage to enemies within a fan-shaped area originating from the caster.
Lowing 71 Blue Mage 66 Gives enemies within range a powerful disease that prevents recovery of HP and MP.
Disseverment 72 Blue Mage 74 Delivers a fivefold attack. Accuracy varies with TP.
Saline Coat 72 Blue Mage 66 Enhances magic defense.
Ram Charge 73 Blue Mage 79 Damage varies with TP.
Temporal Shift 73 Blue Mage 48 Enemies within range are temporarily prevented from acting.
Actinic Burst 74 Blue Mage 24 Greatly lowers the accuracy of enemies within range for a brief period of time.
Reactor Cool 74 Blue Mage 28 Enhances defense and covers you with magical ice spikes. Enemies that hit you take ice damage.
Plasma Charge 75 Blue Mage 24 Covers you with magical lightning spikes. Enemies that hit you take lightning damage.
Vertical Cleave 75 Blue Mage 86 Damage varies with TP.

ioshua
04-19-2006, 02:39 PM
Just a hair under half of the abilities modify by TP. Pidgeonholing the job to BLM/WHM is, imo, foolish. From the looks of it, they should be able to fill a wide variety of roles. The real key being what sub you are using and what gear you have equipped.

However, my big fear is that they won't be really strong in any one area so it'll be a few months of novelty groups and then a lifetime of LFPT because min-maxers won't invite you anymore.

SharMarali
04-19-2006, 03:33 PM
Hummm... I like the way people are THINKING that say that BLU won't become a cookie cutter job... I'm not being sarcastic or anything, I really DO like that people are thinking that way... But let's be realistic here.

EVERY job becomes a cookie cutter job.

And it annoys the living hell out of SE, but that's HOW IT IS.

Eventually, people figure out that Job X is most effective in a PT role when played THIS way. Once that's figured out, that job is never allowed to do anything else again. Anyone who tries to do anything different has to deal with being called a noob or possibly getting kicked out of PTs.

I could tell you about all the speculation of what SMN might be capable of just before the release of Zilart. I'll tell you what people DIDN'T say. Nobody said "SMN is going to be a really powerful job that will be reduced to playing 90% of their career as a really, really gimped WHM because people don't know what else to do with them."

Nobody said NIN was going to be a tank, either. People felt that NIN was going to be a DD, which is actually what SE intended for the job. Now try and find me someone who took NIN from 1-75 without playing as a tank nearly 100% of the time. Go on. Start looking for one.

And nobody said "I think DRG is going to be made fun of constantly and get a really bad reputation for being a lousy class, even though they deal just as much damage as any other DD class."

So as much as I'd love to believe that BLU won't eventually be pidgeonholed into constantly performing a specific role in a PT repeatedly... The realist in me KNOWS that's what's going to happen, sooner or later. And if, within 6 months, this hasn't happened, somebody feel free to bump this thread up and call me an idiot. I'll happily acknowledge it and eat my hat for all to see.

ifandbut
04-19-2006, 04:22 PM
I think BLU has a couple options for sub. From what i can tell BLU is going to be a major power house i think when subbing nin blu can easly solo as well as bst if not better but they will also be wanted in partys for the incredible power so it is really hard to say what there sub will be.

I plan on takeing the advantage that it is a unknow job so I plan on subing everything from whm to war to nin.

Atma
04-21-2006, 11:06 AM
I'm thinking /whm or /war before 20, /blm after (Magic Atk. Bonus)

With Cocoon, BLU can tank fine in valkurm, and BLU/WAR makes a damn good "backup voke" for the ninja to refresh Utsusemi.

zerofighter777
04-21-2006, 11:50 AM
I guess its really hard to tell since the job has not been played much yet or filled that "supposed" niche. My quess it might be a nuke/fighter combo. Hard to tell at this point. Im using blu/war right now. Might move to blu/blm later on. I rather enjoy this job. Only mage job I would like to take to 75.

arkaine23
04-21-2006, 12:13 PM
I plan on takeing the advantage that it is a unknow job so I plan on subing everything from whm to war to nin.

LMAO!! The biggest 3 cookie-cutter subs!

Gilge
04-22-2006, 07:54 PM
i think blu/war will be able to tank a pretty effectively as long as they stagger cocoon and metallic body (for example: one fight cocoon, next metallic body, repeat).


with stoneskin at such a low lvl i really believe that as long as your mnd isn't too terrible, you could tank at least some of the weaker monsters with this combo.

Xyphere
04-22-2006, 08:47 PM
Surprisingly, no one has mentioned DRK yet. You get more STR/Last Resort/Soul Eater and some MP as well... it's different but you could pull it off at higher levels, maybe (if you wanted to go full DD). Oh yeah, and you could also get Aspir which translates to more spells.

tazirai
04-22-2006, 08:53 PM
. And if, within 6 months, this hasn't happened, somebody feel free to bump this thread up and call me an idiot. I'll happily acknowledge it and eat my hat for all to see.

HOHO after what battra called me tonight , Ill take advantage of your kind offer ^^.
Him and his "yo momma" jokes.. He go ttm though, damn lil drunk taru.

But im gonna blu/war blu/sam blu/rdm as my potentials.
I was never a cookie SMN so I wont be a cookie BLU hoho!!

LadyPeorth
04-22-2006, 09:24 PM
Friend of mine is BLU/NIN. Currently level 26 and doing very nicely. I think /NIN will be the soloing choice.

I find that /WHM works well but only in that it bolsters the MP pool. I easily see RDM being a very viable sub for BLU later on, due to Phalanx.

Hydro Shot presents a good idea though...I'd say keep your eyes on BLU...it's going new places and new subs.

DakAttack
04-22-2006, 09:26 PM
Blu/Mage doesn't work well. You're continuously resisted, and you do crap for damage. I went as /War through the dunes, and it was the best bet. After twenty I'm using /Nin and it's working better than /War. Being able to land your blue magic is very important, and mage subs don't seem to help much else. The leader of a party had me sub /Whm once, and it was terrible. Couldn't land a single spell so I ended up blowing more MP than the sub made up for.

tazirai
04-22-2006, 09:29 PM
Blu/Mage doesn't work well. You're continuously resisted, and you do crap for damage. I went as /War through the dunes, and it was the best bet. After twenty I'm using /Nin and it's working better than /War. Being able to land your blue magic is very important, and mage subs don't seem to help much else. The leader of a party had me sub /Whm once, and it was terrible. Couldn't land a single spell so I ended up blowing more MP than the sub made up for.

I think a lot of leaders live by the mantra mp = heal me onry..
Sucky guys.

OT:I swear ffxi has made me learn a new variant online language.

Taskmage
04-22-2006, 09:40 PM
What were you trying to land? If your enfeebles are half level and won't stick then stop casting them. You'll lose a lot of swings casting paralyze over and over again. Assuming the party leader wasn't suffering from cranial-rectal inversion and intending for you to main heal, he probably just wanted for you to be able to throw some backup cures or some -nas.

Don't get me wrong, I'm far from being in the /whm is the only way to go camp, but when you say "I couldn't land anything and I wasted all my mp" that makes it sound like the sub isn't working for you because you're playing it wrong. Use your subjob spells when it's called for, but mostly use your sub to enhance your main, just like when you see rdm or blm or brd subbing whm. If I ever see a bard in my party blowing all his mp throwing Slows that will never land, I'm kicking him out and getting a drg.

DakAttack
04-22-2006, 10:02 PM
The set up is Bst, Bst, Rng, Thf, Pld, Blu. Nobody is the main healer, but the Bsts and I are supposed to have a hand in it. We're just running around the lake in Qufim fighting anything and everything. The Bsts are on top of it, unless it's something big and I need to use Healing Breeze, but that's it. We're doing fine, and I don't even have that set anymore.

ifandbut
04-22-2006, 10:35 PM
LMAO!! The biggest 3 cookie-cutter subs!
I should have added "and everything in between".