Okay just a quick link and a synopsis for those whom don't know what a Blue Mage is:
http://finalfantasy.wikia.com/wiki/Blue_Mage
Blue Mages, as their name implies, focus on Blue Magic, a special subset of Magic that allows them to use attacks otherwise exclusive to enemies. While an odd choice, Blue Mages often have a wide range of usefulness due to the varied spells they gain. Blue Mages usually learn Blue Magic by having enemies (or occasionally, another Blue Mage ally) use it on them, but some games have other methods to learn their magic.
For those of you whom did not play Final Fantasy XI, Blue Mages were a hybrid Melee/Caster DPS class. Something FFXIV doesn't have yet.
Know what else Blue Mages have been called? Gun Mages. In certain games (Final Fantasy X-2 comes to mind), Blue Mages were incarnated as "Gun Mages", simply a ranged DPS variant of what is usually physical.
What else does Final Fantasy XIV not have? (And just hear me out here...) Gunblades. You know, those things the Garlean Empire is consistently pointing at us? That big thing that that one dude used in that other Final Fantasy game? I think his name was Scarface? (...Poor joke taste maybe? C'mon people gimmie a pity laugh or something here.)
Now what about this, what about a Blue Mage variant class whom uses Gunblades? Think about it, you are using the enemy's weapon, and learning other enemy's skills to use with it. It could be explained as some sort of machina/magitek based class (rather the gun learns the skill instead of you), etc... But the idea being the same, a hybrid melee/caster class whom uses gunblades that cast enemy abilities.
Just an idea I'm musing, I loved my old BLU back in XI and would love to see them in some form in XIV. Given the fact that they typically use one-handed sword however, the odds of a traditional implementation of them is a tad awkward considering using a one-handed sword is more of a GLD/PLD deal. (They'd have to tweak the armory system to make it work really. Unless it was another advanced job for GLD, which makes little sense.)
Thoughts?
Eh, while I would love to play with a gunblade, I don't think it's for Blue Mage. That would technically make Gaius van Baelsar a Blue Mage. And all of the Garlean Main Characters get a gun hybrid weapon. Gunhammer, Gunshield, Gunclaws, Gunlance, etc. So those seem to be taken.
If Blue Mage ever got implemented, I would see them using a Whip like Quistis from FFVIII. It's a unique weapon that is not even remotely close to being in the game. You start fuzzing lines when you implement weapons that look just like other weapons already in the game.
(08-04-2013, 02:24 AM)Sounsyy Wrote: [ -> ]If Blue Mage ever got implemented, I would see them using a Whip like Quistis from FFVIII. It's a unique weapon that is not even remotely close to being in the game. You start fuzzing lines when you implement weapons that look just like other weapons already in the game.
Interesting... I never thought to make them perform like Quistis, that would most definitely work too. You sir have given me additional hope that my favorite class will be implemented. I have zero issues using a whip, especially if it's a bladed one.
(08-04-2013, 02:24 AM)Sounsyy Wrote: [ -> ]Eh, while I would love to play with a gunblade, I don't think it's for Blue Mage. That would technically make Gaius van Baelsar a Blue Mage. And all of the Garlean Main Characters get a gun hybrid weapon. Gunhammer, Gunshield, Gunclaws, Gunlance, etc. So those seem to be taken.
Well, I didn't mean that it was a practice employed by the garleans. Or even that we'd use their model of gunblades. Outside sources, same weaponry. But I do see your point, it could complicate things.
I REALLY wanted to make my character a blue mage right out the gate, but I've held off for the singular reason that when the class was introduced into FFXI, there was very specific lore surrounding the whole class. So I'm kind of sitting on my hands waiting to see how exactly they're going to introduce the class first.
(08-04-2013, 02:28 AM)Selsix Wrote: [ -> ] (08-04-2013, 02:24 AM)Sounsyy Wrote: [ -> ]If Blue Mage ever got implemented, I would see them using a Whip like Quistis from FFVIII. It's a unique weapon that is not even remotely close to being in the game. You start fuzzing lines when you implement weapons that look just like other weapons already in the game.
Interesting... I never thought to make them perform like Quistis, that would most definitely work too. You sir have given me additional hope that my favorite class will be implemented. I have zero issues using a whip, especially if it's a bladed one.
(08-04-2013, 02:24 AM)Sounsyy Wrote: [ -> ]Eh, while I would love to play with a gunblade, I don't think it's for Blue Mage. That would technically make Gaius van Baelsar a Blue Mage. And all of the Garlean Main Characters get a gun hybrid weapon. Gunhammer, Gunshield, Gunclaws, Gunlance, etc. So those seem to be taken.
Well, I didn't mean that it was a practice employed by the garleans. Or even that we'd use their model of gunblades. Outside sources, same weaponry. But I do see your point, it could complicate things.
Just me musing on the existence of a gunblade wielding class for player, not necessarily a blue mage. Perhaps, when they implent it, have the gunblade class come from a mixed class of the GLD and what ever class (likely musketeer) has guns. it would be a great blend of the two classes and if they used the GLD architecture it could simply be a set of swords only useable by that job, and the gun aspect would allow for use of the musketeers ranged shot skills.
(just the musing of a mad scientist who had an interesting idea tossed before him, at least partially anyway)
I'm hoping for XI-style blue mage class with lots and lots of Ul'dah flavor. Make them a DoM class, wearing light cloth armor and their weapon should be the scimitar, with dual wielding as a passive trait picked up somewhere in the 20s.Â
Nomad > Blue Mage
Nomad being pretty much physical DPS with skills learned from monsters, though I'd handle this through quests rather than grinding. BLU as the job adds on some iconic and well-known blue magic spells.
Of course, we should get red mage, too... I'd like to see RDM done in ARR as a magic/enhancement tank, with fencer as its base DoW class. The weapon? Rapier, of course.
Fencer > Red Mage
(08-04-2013, 02:36 AM)synaesthetic Wrote: [ -> ]I'm hoping for XI-style blue mage class with lots and lots of Ul'dah flavor.Â
Make them a DoM class, wearing light cloth armor and their weapon should be the scimitar, with dual wielding as a passive trait picked up somewhere in the 20s.Â
Nomad > Blue Mage
Nomad being pretty much physical DPS with skills learned from monsters, though I'd handle this through quests rather than grinding. BLU as the job adds on some iconic and well-known blue magic spells.
GOD yes. But wouldn't they then have to make Scimitars a completely separate weapon type? Kinda splitting hairs to make them different from standard one-handed swords... Hm...
Not really. If you notice, conjurer and thaumaturge two-handed weapons aren't really different functionally. They just look different visually.
Just make sure that the Nomad's Arm is clearly visually distinct from the Gladiator's Arm, which isn't that hard.
The existence of GLA lore rules out the implementation of any other Sword Classes. If Blue or Red Mage are implemented, they will not be using a one handed sword. I'm actually very glad of this. It forces the battle team and the FF community to really think outside of the box for a change. What fun is it if every class uses the exact same weapons? Or even just similar ones. Especially when Final Fantasy has such a rich history of fantasy weaponry at its disposal.Â
Also I know dual wielding is extremely popular from FFXI, but it won't happen in FFXIV because of materia. If you have two equippable weapons that doubles the amount of materia you can stack into one stat. Which would make it incredibly OP. If they implement "dual wielding" for say like THF or NIN, it will be in the same fashion as PGL/MNK has dual wield. A single main hand weapon that places a weapon in each hand on the character.
(08-04-2013, 02:38 AM)Selsix Wrote: [ -> ] (08-04-2013, 02:36 AM)synaesthetic Wrote: [ -> ]I'm hoping for XI-style blue mage class with lots and lots of Ul'dah flavor.Â
Make them a DoM class, wearing light cloth armor and their weapon should be the scimitar, with dual wielding as a passive trait picked up somewhere in the 20s.Â
Nomad > Blue Mage
Nomad being pretty much physical DPS with skills learned from monsters, though I'd handle this through quests rather than grinding. BLU as the job adds on some iconic and well-known blue magic spells.
GOD yes. But wouldn't they then have to make Scimitars a completely separate weapon type? Kinda splitting hairs to make them different from standard one-handed swords... Hm...
best bet for weapons for a blue mage would be: Scimitar, Quistis style whip, or Kimiari style lance (other variations of Blue mage seem to wield a staff or something){unless you want to go quinna style and eat the enemy}
Edit: Forgot x-2 gun mage, so guns are also a possibility
Really looking forward to when (if) this class gets released, did a write up during beta on how it could work. Basically the way I see it is it would be best if they made an entirely new class that could branch into both blue mage and beast master. Reason for combining them being they both utilize enemy abilities one by imitating them the other by controlling them. I'll drop the write up here, its a little on the long side though.
hunter class
Show Content
Spoiler Class: Hunter
Role: (melee)DPS
Weapon: 1 handed blades/axes to differentiate from gladiator allow for dual welding and keep all
swords based on Middle Eastern blades like the scimitar, pulwar, tulwar, kilij, khopesh, ect.
Core Mechanic: Study
Study -The function on this mechanic on the hunter would be to reveal exploitable weaknesses
on his/her target. The weakness(es) discovered could be exploited by certain abilities which cause
secondary effects like DoTs, stuns, silence, ect. The target's weaknesses would be based on its "Type"
to keep them at a manageable number allowing players to plan beforehand. E.G., "If I'm fighting a X I
know they have A, B, C for possible weaknesses so I'll most likely follow through with D." This would
be kept basic at the hunter level to allow players time to learn different weaknesses and all the way they
can be exploited.
blue mage
Show Content
Spoiler Job: Blue mage
Role: (melee)DPS/Support
Weapon: 1 handed blades(Dual wielded)/2 handed blade again keeping the design visually distinct from
gladiator and any great sword class by focusing on Middle Eastern weapons.
Core Mechanics: Study and Prey Drive
Study -When a blue mage job crystal is equipped study would no longer find weaknesses,
instead it would unlock passive traits based upon the enemy's, "Type," E.G. beastman, avian, aquatic,
mammal, ect. These passive abilities would determine what kind of additional skills the blue mage has
access to when he/she uses, "Prey Drive," a new mechanic unique to the blue mage job. When an
enemy under the effect of study is killed by a blue mage or his/her group that blue mages learns how it
fights and unlocks some understanding of that enemy's type. Each type would have 3 theirs, E.G.
Beastmen I, Beastmen II, Beastmen III, that all need to be unlocked. The first tier would unlock after
studying and killing any trash enemy anywhere in the world of that type. For Beastmen I this could be
any goblin, kobold, ect in the world regardless of their level. The second tier would unlock after
studying and killing any enemy of the appropriate type in a dungeon (Under the effects of level sync if
lower level enemies are used). The third tier would be unlocked after killing a boss enemy of the
appropriate type in any dungeon or FATE (again under the effect of level sync only). Each tier unlocked
would grant the blue mage additional abilities for that type when they use their prey drive skill.
Prey Drive -This skill would be the only one the blue mage learns, "normally," when he/she
equips the job crystal. This skill gives a buff with a maximum duration of 1 minute and consume ALL MP
available upon use, if less than 100% MP is used the duration will be under 1 minute. For example if a
player has 25/100 mp left and uses prey drive he/she will only have 15 seconds of the buff(25% mp =
25% of a minute duration). When active the blue mage would discard his/her weapon choosing
instead to use his/her hands to fight in a more bestial/natural way(Thematically this would show that
the blue mages chooses to become like the enemy rather than the beast master who chooses to control
the enemy). When the skill is used and the buff in effect the blue mage would gain access to abilities
based upon the enemy he/she targeted when using the skill and his/her unlocked traits. The skills
gained would be from the enemy type that is the natural predator of the blue mage's current target (the
target he/she had selected when using prey drive). This would be a maximum of 6 skills gained (To
keep it manageable) 2 per level of that creature type unlocked (Beastman I, Beastman 2, Beastman 3).
These skills would take the place of the abilities in the 1-6 slots on the hot bar and their equivalent on
the D-pad for controller for the duration of the buff. Additionally depending on the type the blue
mage is currently emulating his/her attacks/stats could be modified. For example if he/she is using
insect abilities every hit could potentially cause poison and each insect ability could potentially exploit
this poison in a different way (stun, additional stacks of poison, more damage for each stack of poison
consumes all stack, ect). This would allow for a wide versatility when using the blue mage class
however in order to use it to its fullest potential the player would have to take the time to become
knowledgeable about the abilities the different types offer and how they can be used. For example
you could give the white wind ability to the avian type which while not an attack could save the entire
group in an, "Oh Sh!t!" situation, or give metallic body to the aquatic type which would let the blue
mage safely grab hate for whatever reason while it's active. Additionally for their top tier abilities you
could require that the blue mage study and kill specific enemies to unlock tier 4. For example in order
to learn metallic body the blue mage must kill Bubbly Bernie and to learn big scissors he/she must kill
King Arthro.
beast master
Show Content
Spoiler Job: Beast master
Role: (melee)DPS/tank
Weapon: 1 handed axe (Dual wielded)/1 handed axe with protective fetish(Wooden/stone carvings)
offhand
Core Mechanics: Study, Call, Frenzy
Study -With the beast master job crystal equipped study no longer reveals weaknesses, at least
not that the player can exploit on his/her own. On its own it would function similarly to the blue mage
in that it would unlock tiers of the type passive depending on the enemy fought/killed. When used
with a called beast however it would reveal that enemy's weaknesses as well as your beasts strengths.
The weaknesses and strengths revealed would be based upon the tier of study you have unlocked for
both your pet and your enemy. Additionally each tier of study you have would unlock additional
abilities for your pets depending on their type. E.G. any and all avian pets become stronger and gain
more abilities for each tier of avian study you unlock.
Call -This is the way which beast masters would summon their pet(s) by calling them based
upon the type of fetish they have equipped. Once a pet is summoned the fetish can be swapped out
for another axe for more damage if the player so chooses but fetishes do give special bonuses to the pet
and master. Once summoned the pet's stats would be raised to the appropriate amount depending on
the master's level, on its type, and on the tier of study the master has unlocked. In combat the beast
master and his/her pet would fight in unison each skill that the beast master uses would trigger the pet
to follow through with a skill of its own based upon the skill its master used. For example if the beast
master were to use an ability that made the target more susceptible to critical hits the pet would
respond with an ability that has a high critical hit rate. When a pet is summoned all hate that it
generates goes to the beast master making it extremely easy to build hate quickly even without taunts.
If the beast master is taking too much heat he/she can order his/her pet to get the enemy's attention
while he/she recovers. This essentially gives the beast master a second pool of hp to draw on when
tanking and give healers more time to respond with heals in tough situations. But it is important that
the beast master take back hate as soon as possible because if his/her pet goes down all hate they
generated will be lost and the enemy will turn on their next target(most likely the healer).
Frenzy -Whenever the beast master's pet takes damage stacks of frenzy will build on both the
beast master and his/her pet. Each stack of frenzy increases the damage done by both master and pet,
however it can also be consumed by the frenzy skill. Each stack of frenzy consumed this way grants 5
seconds of the Fight as one buff(maximum of 60 second). this buff gives both master and pet certain
benefits based upon the type of pet that is summoned. For example if a crab pet is summoned(having
used a crab fetish to call it) it will give them both a 35% boost in physical and magical defense and
increase their threat generation by 20% for the duration of fight as one. when fight as one is used up
both pet and master will be hit with the exhausted debuff that prevents them from gaining frenzy for
the same duration fight as one lasted. All stacks of frenzy not used are lost at the end of a fight,
further more if a pet is killed frenzy gain becomes impossible. Further emphasizing the need for the
beast master to carefully manage hate between master and pet.
As far as the weapon choice it seems like scimitars and other middle eastern swords could be their own class of weapon like they were in tactics advanced and a-2.
(08-04-2013, 02:47 AM)Sounsyy Wrote: [ -> ]Also I know dual wielding is extremely popular from FFXI, but it won't happen in FFXIV because of materia.
Not necessarily my friend.
An MMO I played a few years back by the name of R.O.S.E. Online had a very simple answer to this very same problem.
They made dual swords a SINGLE item.
Instead of equipping two different swords, you would equip one item that is a PAIR of swords. Thus solving the itemization issue altogether, as well as the armoury confliction problem
(08-04-2013, 02:50 AM)PenguinatorZ Wrote: [ -> ]As far as the weapon choice it seems like scimitars and other middle eastern swords could be their own class of weapon like they were in tactics advanced and a-2.
Again, the problem with this is that GLA already use Scimitars. And it's lore driven. GLA by lore have access to all one-handed blades.Â
Another thing I noticed is that you changed weapons when you made jobs. In FFXIV changing from a class to a job does not alter your weapon selection. It is one weapon per class/job combo. Yoshi-P has said this will remain true.Â
And if dual wielding is implemented it will be 1 main hand = weapon in both hands just like PGL/MNK fist type weapons. That's the only way dual wielding will work in FFXIV without being extremely overpowered by materia.
(08-04-2013, 02:55 AM)Selsix Wrote: [ -> ] (08-04-2013, 02:47 AM)Sounsyy Wrote: [ -> ]Also I know dual wielding is extremely popular from FFXI, but it won't happen in FFXIV because of materia.
Not necessarily my friend.
An MMO I played a few years back by the name of R.O.S.E. Online had a very simple answer to this very same problem.
They made dual swords a SINGLE item.
Instead of equipping two different swords, you would equip one item that is a PAIR of swords. Thus solving the itemization issue altogether, as well as the armoury confliction problem
LOL I literally said that in order for dual wielding to work they would have to do this in the exact same paragraph that you quoted from.
(08-04-2013, 02:47 AM)Sounsyy Wrote: [ -> ]Also I know dual wielding is extremely popular from FFXI, but it won't happen in FFXIV because of materia. If you have two equippable weapons that doubles the amount of materia you can stack into one stat. Which would make it incredibly OP. If they implement "dual wielding" for say like THF or NIN, it will be in the same fashion as PGL/MNK has dual wield. A single main hand weapon that places a weapon in each hand on the character.
I think BLU could still use 1 handed swords kind of like how both Conj and Thaum can both use 2 handed staffs. If I'm not mistaken the relic weapons for both WHM and BLM are staffs so I don't see why they couldn't add another set of swords with the BLU tag on it.
Also I haven't played GLA in the beta so I don't know much of the lore given by the guild story BUT the class description says that they specialize in one handed blades including daggers. If a thief class was added we can assume they will use daggers so my question is what exactly makes the sword exclusive to GLA and PLD?
(08-04-2013, 03:08 AM)Azthran Wrote: [ -> ]I think BLU could still use 1 handed swords kind of like how both Conj and Thaum can both use 2 handed staffs. If I'm not mistaken the relic weapons for both WHM and BLM are staffs so I don't see why they couldn't add another set of swords with the BLU tag on it.
The difference is that Conjurer and Thaumaturge are given specific qualifications and boundaries for the weapons that they use. And Gladiators are not. Gladiators are given a blanket green light on all single handed blades. Unless they change that lore to say something more specific, it will remain true and prevent new classes from using single-handed swords.
-Conjurers
must use wands and staves made from unworked wood.Â
-Thaumaturges
must use scepters and staves made from metals, ores, or bone, and require a gemstone through which to channel their aether.
-"Gladiators specialize in the handling of all manner of one-handed blades, from daggers to longswords, be they single- or double-edge, straight or curved."
Quoted straight from theÂ
Main Site Gladiator page. And I think since SE went out of their way to explicitly cover every type of single-handed blade in their GLA description, it's something that they've intended and it's here to stay.
You're basically asking FFXIV to retcon the basic concept of Gladiator just so that Blue Mage can have a scimitar. Why not a whip? It's a much more appropriate weapon, it doesn't currently exist in Eorzea therefor it does not conflict with already existing classes, and it's not confusing. You see a player with a whip and you'll know instantly it's a BLU. Whereas if you see a guy with a curved sword, it might not be as immediately apparent what class he is.