BLU is pretty much a one-man army at this point in the game.
- It's acquired Subduction, which is one of, if not the most, MP-efficient AoE nuke in the game; it's quick to cast, it's quick to recast, and it also inflicts an extremely potent Gravity effect so if the BLU bit off a bit more than he can chew, he can either kite around or beat a hasty retreat. Pretty much anything before Adoulin that involved a lot of mobs can be easily curbstomped by just having at least a remotely competently geared BLU train everything together and casting this spell a couple times, and even some post-Adoulin stuff works too as long as they exercise some caution. If the BLU actually tries hard enough gear-wise, you can get numbers out of this spell that you really wouldn't expect to see for 27 MP.
- If AoE spells with more punch are needed, they have that too, one of each element, from the "hybrid elementals" that were introduced in Abyssea but given proper TP attacks in Adoulin areas that can be learned as blue magic.
- If MP expenditure is actually ever a problem for some reason, as long as they can find a target with MP that doesn't resist light, Magic Hammer is pretty much a complete MP refill whenever it's used.
- It's acquired Mighty Guard, which allows it to cap its own spell haste without needing any assistance from anyone (not even trusts) thanks to its own innate Haste 2 spell in the form of Erratic Flutter, not to mention MG grants a nice defense, magic defense, and Regen buff on top of that.
- Every job gets a special gift at 100, 550, and 1200 job points earned, usually adding to the job's specialty in some way or granting it new magic spells in the case of mages. BLU's 100 and 1200 gifts are extremely potent -- they boost the tier of almost any job traits acquired through set blue magic by one. What this means is that at 1200+ job points, a BLU can set a single spell (Molting Plumage) to gain Dual Wield 1, but will actually be getting Dual Wield 3, for instance. Same with almost any other trait, barring Double/Triple Attack, Treasure Hunter and Auto Refresh. At this point BLU can set up a bunch of traits using minimal spells and actually be getting up to level 3 of all of those traits. With these gifts, BLU is actually capable of reaching Dual Wield 6, which is something not even ninjas get. Not every BLU even needs to set their DW trait that high depending on gear, but the fact remains that they can. As a result of this, they are easily capable of capping their attack speed with zero support, and not even very much in the way of gear.
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Good to know on Mnk.. If you aren't first your last MMO think. A lot of that over in FFXIV as well so pretty used to it. Don't now how many times I proved that "best dps" is often only on paper if the person behind the character can't actually do it. Lots of people ask for me to play Mnk even on the fights where Mnk stinks on paper.
I have seen countless MNKs in 14 just doing 1-2-3 (if that) and never moving at all during a fight, which I already know it means they're paying no heed to their sweetspots, which means that I know they're doing crap for damage and they would be better suited on a job like BRD that has no sweetspot reliance. Bandwagoning did not serve that job well at all. Neither did it for BLM (ice mages and Fire 3 spammers ahoy) and now MCH (OMG GUNZ LOL)
I've also recently seen a PGL in Haukke recently that did nothing but spam Bootshine over and over. While that was terrible, I can't really fault their choice of job there because someone who still does something like that by level 30 would literally suck at every job, so there's no saving a player like that.
Edited, Aug 21st 2016 8:47am by Fynlar Edited, Aug 21st 2016 9:10am by Fynlar