(Will bold the spells that will have a dramatic effect on Blue Mage play. Strike Out will be placed on spells that will more than likely not make the cut, due to another version of the same effect being added.)
Gastric Bomb
Sound Vacuum (Worm Version)
Infrasonics
Merrow Drain
Bubble Curtain
Intimidate
Goblin Rush
Paralysis Shower
Sweep
Final Sting
Dream Flower
Photosynthesis
TP Drainkiss
Shell Guard
Aerial Wheel
Shakeshroom
Rage (Berserk effect)
Rhino Guard
Whistle
Whirl of Rage
Roar (might be toned down)
Ink Jet
Sound Vacuum (Cockatrice version)
Hex Eye (might be toned down)
Airy Shield (will be toned down or short duration)
Magic Barrier (will be toned down or short duration)
Sand Trap
Bubble Armor
Mortal Ray (with the addition of Zantetsuken , this will not be turned down, but instead have a very long recast)
Everyone's Grudge (will be damage capped early to prevent misuse)
Great Whirlwind
Thunderbolt
White Wind
Pandemic Nip (transferred debuffs might from from a max of 5 to 2-3)
The complete statement is as such:
"Next...Blue Mage. Blue Mage is a job that through their magic set they can adapt to many situations, so basically we are thinking to make adjustments in the direction of additional blue magic and job traits. For new blue magic, including the ones that are sealed, there are upwards of 50+ spells, so we'd like to add those. Also with Assault and MMM, opportunities to fight HNMs have increased, so we are thinking to add some blue magic to be learned from these foes. Also we are thinking of various kinds of job traits to add, and depending on the combination, we think it might be good to add dual wield. By doing this, the choices for support job would increase as well."
Enjoy more speculation on top of HNM spells~
This post has been edited by Sho: 31 March 2010 - 04:57 PM
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