View Full Version : BLU abilites?
neighbortaru
04-12-2006, 01:46 PM
Nicolette posted this on the BG forums: http://www.theorderls.com/phpBB2/viewtopic.php?t=8713
make what you will (not formatted very well):
new blu abils and stats for equipping them? found first by uzor and odon and myself of quetzalcoatl
Poisons enemies within range and gradually reduces their HP.
MND+2 a line help text
Deals water damage to enemies within range. Additional effect: STR Down.
MND+2 a line help text
Absorbs a certain amount of damage from physical and magical attacks.
a line help text
Deals critical damage. Chance of critical hit varies with TP.
VIT+1 CHR+1 HP+10 a line help text
Steals an enemy's MP. Ineffective against undead.
MP+5 Deals dark damage to an enemy.
HP-5 MP+5 a line help text
Deals earth damage to enemies within range. Additional effect: Accuracy Down.
VIT+1 a line help text
a line help text
Damage varies with TP.
AGI+3 a line help text
Delivers a threefold attack. Accuracy varies with TP.
STR+1 Increases attack speed.
AGI+2 Deals ice damage to enemies within range. Additional effect: "Bind."
INT+1 Deals lightning damage to an enemy. Additional effect: "Stun."
DEX+3 Sacrifices HP to damage enemies within range. Affects caster with Weakness.
STR+2 Deals wind damage to enemies within range. Additional effect: Weight.
AGI+3 Deals ice damage that lowers Agility and gradually reduces HP of enemies within range.
INT-1 Deals water damage to enemies within a fan-shaped area originating from the caster. Additional effect: Poison.
MND+1 Deals wind damage that lowers Vitality and gradually reduces HP of enemies within range.
AGI+1 Enhances magic attack.
INT+1 Additional effect: Weakens attacks. Accuracy varies with TP.
HP-5 MP+10 Accuracy varies with TP.
VIT+2 INT+1 MND+1 Steals HP from enemies within range. Ineffective against undead.
HP-5 MP+5 Steals an enemy's HP. Ineffective against undead.
HP-5 MP+5 Damage varies with TP.
INT+1 Deals water damage to enemies within area of effect.
MND+1 Deals critical damage. Chance of critical hit varies with TP.
HP-5 MP+15 a line help text
Enhances defense.
VIT+3 Reduces the attack speed of enemies within a fan-shaped area originating from the caster.
VIT+1 Restores HP.
CHR+1 HP+5 a line help text
Deals critical damage. Chance of critical hit varies with TP.
MND+1
a line help text
Damage varies with TP.
MND+2 CHR+2 HP+5 Deals earth damage to enemies within a fan-shaped area originating from the caster. Additional effect: Weight.
VIT+2 a line help text
Deals dark damage to an enemy.
HP-5 MP+15 a line help text
a line help text
Delivers a threefold attack. Damage varies with TP.
INT+1 Weakens defense of enemies within range.
AGI+2 a line help text
Deals wind damage to enemies within a fan-shaped area originating from the caster. Additional effect: Blindness.
AGI+1 Delivers an area attack. Damage varies with TP.
VIT+1 MP+5 Deals light damage to enemies within a fan-shaped area originating from the caster. Additional effect: Slow and Silence.
CHR+1 HP+5 a line help text
Damage varies with TP.
CHR+1 HP+5 a line help text
Delivers a threefold attack. Accuracy varies with TP.
DEX+2 Steals an enemy's HP. Ineffective against undead.
HP-5 MP+5 a line help text
Lowers Intelligence of enemies within range.
Reduces an enemy's TP.
AGI+1 Enhances evasion.
Enemies within a fan-shaped area originating from the caster are frozen with fear.
MP+15 Puts all enemies within range to sleep.
CHR+1 HP+5 Deals critical damage. Chance of critical hit varies with TP.
AGI+1 a line help text
Steals one beneficial effect from an enemy.
AGI+2 a line help text
Restores HP for party members within area of effect.
CHR+2 HP+10 Silences an enemy.
AGI+1 a line help text
Puts all enemies within range to sleep.
CHR+1 HP+5 Damage varies with TP.
HP+5 a line help text
Damages enemies within area of effect with a twofold attack. Damage varies with TP.
VIT+1 Gives enemies within range a powerful disease that prevents recovery of HP and MP.
HP-5 Damage varies with TP.
DEX+1 CHR+1 HP+5 a line help text
Deals fire damage to enemies within a fan-shaped area originating from the caster.
STR+3 a line help text
Restores HP for the target party member.
CHR+1 HP+5 Damage varies with TP.
STR+2 DEX+1 Shoots multiple needles at enemies within range.
VIT+3 AGI+3 Additional effect: Sleep. Duration of effect varies with TP.
STR+1 Additional effect: Slow. Duration of effect varies with TP.
MND+1 Puts all enemies within range to sleep.
HP-5 MP+5 Additional effect: Poison. Duration of effect varies with TP.
HP-5 MP+5 a line help text
a line help text
a line help text
Additional effect: Vitality Down. Duration of effect varies with TP.
CHR+1 HP+10 Deals earth damage that inflicts multiple status ailments on enemies within a fan-shaped area originating from the caster.
INT+2 MND+2 Removes one beneficial magic effect from enemies within range.
HP-5 MP+10 Deals water damage that lowers Strength and gradually reduces HP of enemies within a fan-shaped area originating from the caster.
MND+1 a line help text
Deals ice damage to enemies within a fan-shaped area originating from the caster. Additional effect: Paralysis.
INT-2 a line help text
Lowers the evasion of enemies within a fan-shaped area originating from the caster.
INT+1 Delivers a fivefold attack. Accuracy varies with TP.
INT+1 MND-1 Greatly lowers the accuracy of enemies within range for a brief period of time.
HP+20 CHR+2 Enhances defense and covers you with magical ice spikes. Enemies that hit you take ice damage.
INT+3 MND+3 Enhances magic defense.
MP+10 VIT+2 AGI+2 Covers you with magical lightning spikes. Enemies that hit you take lightning damage.
STR+3 DEX+3 Enemies within range are temporarily prevented from acting.
HP+10 MP+15 Accuracy varies with TP.
VIT+1 HP-5 MP+5 Deals fire damage to enemies within area of effect. Additional effect: "Bind."
STR+1 a line help text
Delivers an area attack. Additional effect: DEX Down. Duration of effect varies with TP.
DEX+2 Blinds enemies within a fan-shaped area originating from the caster.
VIT+1 Delivers an area attack. Damage varies with TP.
INT+1 Damage varies with TP. Additional effect: "Stun."
DEX+2 a line help text
a line help text
Throws a bomb at an enemy.
STR+2 a line help text
Delivers an area attack. Additional effect: "Stun." Accuracy varies with TP.
DEX+2 Deals wind damage to enemies within range.
AGI+1 a line help text
Additional effect: Enmity Down. Chance of effect varies with TP.
MND+2 Gives party members within area of effect the effect of "Stoneskin."
VIT+1 Lowers the defense and magical defense of enemies within range.
HP-5 MP+5 Reduces an enemy's TP. Additional effect: Blindness and "Bind."
CHR+1 HP+15 a line help text
Enhances accuracy and evasion.
VIT+1 Deals fire damage to an enemy.
STR+3 Additional effect: Poison. Chance of effect varies with TP.
CHR+2 HP+5 a line help text
Delivers an area attack. Additional effect: "Stun." Damage varies with TP.
MND+2 Delivers a fivefold attack. Damage varies with TP.
DEX+2 AGI+1 Enhances magic attack and magic defense.
HP-5 MP+5 Damage varies with TP.
STR+1 DEX+1
DrivenTooFar
04-12-2006, 06:23 PM
Hopefully, someone else can give us a better idea of a Blue Mage's spells.
Caspian
04-12-2006, 06:42 PM
Saw gob bomb and 1000 needles. I'm guessing one of the threefold attacks is Goblins Rush and another would be Jet stream. Guessing that a few of them are from crabs (water damage and str down). Interesting to see what exactly you can get from them. Also didn't notice any pt buffs like Healing Breeze or the beetles evasion up move. Wonder if those won't be in there since it would be so hard to get them (not even sure if beetles can affect eachother with those evasion moves).
Hyrist
04-12-2006, 06:43 PM
From the information I got off that, each ability you can equip, adds to your stats.
"Five Fold Attack"... wow...
This job class is going to be borderline broken on how powerful and versitle it seems. And with all the TP based skill, it looks as if ther is no choice here but to be a front-line mage with this...
Maybe Blu/Sam will be the best combination?
Regardless, I am definaly making Blue Mage highest priority for getting when I have the expansion.
Hustler_One
04-13-2006, 09:22 AM
Saw gob bomb and 1000 needles. I'm guessing one of the threefold attacks is Goblins Rush and another would be Jet stream. Guessing that a few of them are from crabs (water damage and str down). Interesting to see what exactly you can get from them. Also didn't notice any pt buffs like Healing Breeze or the beetles evasion up move. Wonder if those won't be in there since it would be so hard to get them (not even sure if beetles can affect eachother with those evasion moves).
They are there.
Theres a Single Target Recovery one and an AOE one listed.
Macht
04-13-2006, 09:35 AM
From the information I got off that, each ability you can equip, adds to your stats.
"Five Fold Attack"... wow...
This job class is going to be borderline broken on how powerful and versitle it seems. And with all the TP based skill, it looks as if ther is no choice here but to be a front-line mage with this...
Maybe Blu/Sam will be the best combination?
Regardless, I am definaly making Blue Mage highest priority for getting when I have the expansion.
That's the reason you can't use all those abilites, you're given an alotted amount of slots to fill with a spell. My bet is the big attacks like the "Five Fold Attack" and the one resembling "1000 needles" will consume a huge amount of those slots so you'll deal crazy damage but end up limiting what else you can do. That way if you go to much into attacks you hinder your defense and vice versa which would make BLU very plaible for multiple situations, but keep them from being broken in that they can still have weaknesses.
Hyrist
04-13-2006, 10:08 AM
That's the reason you can't use all those abilites, you're given an alotted amount of slots to fill with a spell. My bet is the big attacks like the "Five Fold Attack" and the one resembling "1000 needles" will consume a huge amount of those slots so you'll deal crazy damage but end up limiting what else you can do. That way if you go to much into attacks you hinder your defense and vice versa which would make BLU very plaible for multiple situations, but keep them from being broken in that they can still have weaknesses.
Well, even as a subjob, those limited slots can still be of great benefit.
Imagine for a moment say ... red mage. Subs Blue Mage, and fills his slots with skills that give him strenght and accuracy bonuses. Even those small amounts of stat bonuses are going to be of large benifit to the Red mage, who now has another means of icressing his stats ontop of equipment.
Now think of that with a Blue Mage, who has many more slots avialable as a main job, and the abilitiy to simply focus on certain skills and stats in certain parties, for example, str abilities and multi-hit Phsyical Blue Spells, using Blue Chain to help with skillchian, or go reverse, on INT and MP bonuses, and using Blue Burst to help with magic bursts.
It really looks like SE built this job to be valuable to the party, but can fill alot of differnt roles. However primarily I see this as a Front Line DD Hybrid class.
Caspian
04-13-2006, 10:18 AM
They are there.
Theres a Single Target Recovery one and an AOE one listed.
Thats what I get for skimming.
Macht
04-13-2006, 10:39 AM
Well, even as a subjob, those limited slots can still be of great benefit.
Imagine for a moment say ... red mage. Subs Blue Mage, and fills his slots with skills that give him strenght and accuracy bonuses. Even those small amounts of stat bonuses are going to be of large benifit to the Red mage, who now has another means of icressing his stats ontop of equipment.
Now think of that with a Blue Mage, who has many more slots avialable as a main job, and the abilitiy to simply focus on certain skills and stats in certain parties, for example, str abilities and multi-hit Phsyical Blue Spells, using Blue Chain to help with skillchian, or go reverse, on INT and MP bonuses, and using Blue Burst to help with magic bursts.
It really looks like SE built this job to be valuable to the party, but can fill alot of differnt roles. However primarily I see this as a Front Line DD Hybrid class.
Yeah, but the slots if I recall are suppose to be controlled by level. So question is how many slots will a 37 BLU have to use and how many does those certain abilities take up. I mean is you have 37 BLU and can only fill in 1 spell for a +3 Boost to a stat or so, that +3 Boost is alright but may not be as beneficial as just having a different sub that can benefit you better.
elyssa
04-13-2006, 12:04 PM
wonder if the gobo bomb will have a % chance of the blue mage suiciding casting it :D hehe
my first thought about blu balance was exactly what macht pointed out.
skills like 1000 needles or healing wind or sickle slash might take up a large amount of your setup points. making anything else you try to do very limited. if they dont, they will most likely make the recast timers and/or mp usage on skills like these pretty darn high.
also, they said that you need to use a /ja to make that skill renkei-able and mb-able. look for timers on these to be like sneak attack or blood pact, or maybe even longer. they arent as foolish to let you freely renkei 1000 needles or mb gobbie bomb whenever you feel like it.
DakAttack
04-13-2006, 01:03 PM
I'm guessing normally BLU might be slightly stronger than a Thief, if that. While subbed it would most likely not offer the same amount of slots as it would at the same level normally. The same things happens when you sub a mage job, you aren't getting the same amount of MP.
Macht
04-13-2006, 01:05 PM
my first thought about blu balance was exactly what macht pointed out.
skills like 1000 needles or healing wind or sickle slash might take up a large amount of your setup points. making anything else you try to do very limited. if they dont, they will most likely make the recast timers and/or mp usage on skills like these pretty darn high.
also, they said that you need to use a /ja to make that skill renkei-able and mb-able. look for timers on these to be like sneak attack or blood pact, or maybe even longer. they arent as foolish to let you freely renkei 1000 needles or mb gobbie bomb whenever you feel like it.
Yeah, but other thing to point out too is if those descriptions are accurate then for 1000 needles it says "Shoots multiple needles at enemies within range". The player modification to this could very well be that the damage potential ranges on the TP, so low TP means it might only get off like 100 damage total or something. So that's more compiled to it along with the slot space it consumes.
Karinya
04-13-2006, 01:30 PM
Also, with all these stats coming from your equipped blue magics, it's possible that the *base* stats of BLU will be significantly lower than other jobs, so using it as a sub might actually result in lower stats.
Still... 1000 Needles, Jettatura, Marrow Drain (the CoP bat MP drain), Blood Saber, Carnal Nightmare?!, Rhino Guard or something like it, Dispelling Wind or something like it, Whirl of Rage or something like it... plus single target and group heals, and area sleep, and that's just a few picked out of the list. If this is for real, it's going to be an *incredibly* versatile job. (How many of these spells you can have at once is another matter, of course... and how many you can have at all at 37 or less, and how effective they will be if you do have them through /BLU.)
Oh, and area silence, gravity and paralyze, too. How sick is that in Dynamis...? (Well, all three apparently also do damage, so maybe you won't want to use it much. But there's also area def/mdef down without damage - overall there's a *sick* amount of area debuffs.)
Yeah, but other thing to point out too is if those descriptions are accurate then for 1000 needles it says "Shoots multiple needles at enemies within range". The player modification to this could very well be that the damage potential ranges on the TP, so low TP means it might only get off like 100 damage total or something. So that's more compiled to it along with the slot space it consumes.
id really hate to see blue magic be also dependant on tp. will it follow normal tp rules like 100+ to do anything? or any tp at all? if it did follow tp rules as we know it now, a blu will need to be melee equipped rather than mp equipped. having to melee to 100+ and use your /ja to activate blue magic renkei/mb and to have enough mana to use it seems a bit too much. if you cant get to 100+ and/or dont have the /ja ready, your 1000 needles turns into 10 needles? gah, the horror.
thats another thing, aoe. you know theres always those super dense and oblivious players running around or heck, just bad timing/judgement will ruin a party in a matter of seconds. think of dropping a goblin bomb on a darter in boyahda thinking you got space but it tags 1 leech, which in turn links the 20 other leeches in the zone. if suppose you can refrain from using aoe skills if you know where you are going before hand, but you know theres going to be those players that just dont listen. goodness.....
Macht
04-13-2006, 01:57 PM
id really hate to see blue magic be also dependant on tp. will it follow normal tp rules like 100+ to do anything? or any tp at all? if it did follow tp rules as we know it now, a blu will need to be melee equipped rather than mp equipped. having to melee to 100+ and use your /ja to activate blue magic renkei/mb and to have enough mana to use it seems a bit too much. if you cant get to 100+ and/or dont have the /ja ready, your 1000 needles turns into 10 needles? gah, the horror.
thats another thing, aoe. you know theres always those super dense and oblivious players running around or heck, just bad timing/judgement will ruin a party in a matter of seconds. think of dropping a goblin bomb on a darter in boyahda thinking you got space but it tags 1 leech, which in turn links the 20 other leeches in the zone. if suppose you can refrain from using aoe skills if you know where you are going before hand, but you know theres going to be those players that just dont listen. goodness.....
No, I don't think it'll follow the normal TP rules like needing 100% TP and such. More that it considers what TP you currently have and uses it as a sort of multiplier with probably 300% being closest to what the mobs would normally do. Kind of how I think the Avatars work for the SMNs, they have TP but the damage their Blood Pact stuff does is just measured against the TP. It doesn't consume the TP only uses as a measure, but with the Avatars their TP depletes on it's own too if you aren't fighting.
That was the idea how I understood it anyway, the TP only being a measure what is really being consumed is the MP. In that essence it's almost suggesting against a BLU to use the stuff like Blue Chain and such because they'd have to build TP up to 300% again to get the max potential out of their spells.
So it kind of becomes a balancing act for them to deal optimal damage.
Hyrist
04-13-2006, 02:31 PM
Good thinking on that last Point Mact. Wich makes me beleive that its unwise for a Blue Mage to backline unless it is an endgame senerio. Figure that in endgame /sam or the Opu-Opu Necklace can be used to charge TP for the spells, and just not use the TP untill near the end. But at this point we'll all have to wait or see, or in my case rush to the quest get it done, and explore it myself :3
I am definatly going to love this job class though... I can feel it.
Omniblast
04-13-2006, 03:38 PM
If 1000 needles was subbed, they would really need to control enmity. I would think that any thing that did 1000 damage to me would die a very very unsightly horrible death. But then again I would survive, and then kill them. Ummm huge damage of level 70 blood pacts + 1000 needles *wets himself*
I wonder how this would work in ballista? *bad naughty thoughts*
Karinya
04-14-2006, 05:45 AM
Since 1000 damage is basically equal to an ancient magic, I really doubt that 1000 needles will be available through /BLU. It will probably require at least BLU level 50, maybe 60.
If you think of it as the BLU version of Flare, it really isn't that amazing. Especially compared to some of the other stuff in that list...
Since 1000 damage is basically equal to an ancient magic, I really doubt that 1000 needles will be available through /BLU. It will probably require at least BLU level 50, maybe 60.
If you think of it as the BLU version of Flare, it really isn't that amazing. Especially compared to some of the other stuff in that list...
actually, if it is allowed to use 1000 needles as part of a renkei... it WILL be amazing.
close a renkei at lv.50-60 with 1000 dmg? that's pretty amazing to me.
Tsikuro
04-14-2006, 10:11 AM
Does anyone have a link to a clearer list?
Like, with spaces in-between the spells, and maybe even their names?
This is really cool, but it's a huge-ass wall of text, and you don't know what the spell names are... some you can guess and stuff, but it'd be interesting to know the name, because, if we know that, we know which mob to go after.
DakAttack
04-14-2006, 10:52 AM
Well, it's from a DAT that contains the helpful lines of info that scroll across the top of your screen when you hover over an abilitly, trait, magic, and weapon skill. It's probably possible to find their names in another DAT, but it could be trickey matching them together if they aren't listed in the same manner.
arkaine23
04-18-2006, 08:40 AM
Here's your blu magic list without the stat mods of having those abilities "set", but with the minimum required level to use and also MP costs.
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.
Double Post Edited:
An interesting note: Some blue magics are element based. Might mean staves would be useful for those nuke/enfeeble-type abilities. Also some of the really nice moves, 1000 needles and bad breath, are obtainable at lvl 62 and 61 respectively, and cost 350 mp and 212 mp to cast, respectively. I don't see a refresh ability, just an aspir-like move....
Blu seems very powerful. And I certainly envy its A- sword skill, potential dmg output, and multi-enfeeble in one blu magic skills (since I'm a RDM). However it seems to have reasonable limits in mp, spell progression, and though I don't have numbers, probably also in recast times.
Patchinko
04-18-2006, 01:47 PM
id really hate to see blue magic be also dependant on tp. will it follow normal tp rules like 100+ to do anything? or any tp at all? if it did follow tp rules as we know it now, a blu will need to be melee equipped rather than mp equipped. having to melee to 100+ and use your /ja to activate blue magic renkei/mb and to have enough mana to use it seems a bit too much. if you cant get to 100+ and/or dont have the /ja ready, your 1000 needles turns into 10 needles? gah, the horror.
thats another thing, aoe. you know theres always those super dense and oblivious players running around or heck, just bad timing/judgement will ruin a party in a matter of seconds. think of dropping a goblin bomb on a darter in boyahda thinking you got space but it tags 1 leech, which in turn links the 20 other leeches in the zone. if suppose you can refrain from using aoe skills if you know where you are going before hand, but you know theres going to be those players that just dont listen. goodness.....
Donut worry, Omni, I'll be your lovely BLU~
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