Seeing we have this debate EVERY week as people don't even look on page one. This is what people talked about 10 days ago. And every week someone ask the same question.
What is your level ?
What subs are effective will very much depend on Situation and level.
For example:
If you are lower level, and still levelling, /BST is great for solo outside Abyssea e.g. FOV. /WHM or /RDM is great choice for learning blue magic on lower level mobs, as you can spam dia on them to feed TP etc.
Assuming you are at level 90 and have all spells:
/NIN /DNC /WAR are the core and effective solo. With /THF being an added option for NMs for good burst damage. But you probably know this as you said you have been all over the net!
So, what you then need to decide is where and how you would like to play Blue mage. Your simple options are to play in the style of a Melee DD, focusing on Physical Magic, or a Mage DD focusing on Magical attacks, or a mix of both, or a support role. Would you prefer to solo or to be in groups? Abyssea is another major factor, as the Atmas can now make up for many things any support job is lacking, and changes your strategies completely again.
With that in mind, lets look at the other jobs:
I will assume all of the following on BLU90/Sub45; and that you are aware of the buffs/spells that BLU can provide itself, and have all BLU spells.
/SMN
- Pros: Auto-Refresh, Pet, Pet Buffs, Clear mind III, Max MP boost II.
- Cons: No Utsusemi, No dual wield, Weak pet, No buffs other than Pet buffs, No other support in terms of accuracy, or damage modifiers.
/WHM
- Pros: Cures, Protect/Shell, Barspells, Auto-Regen, Higher MP pool than melee subs, Clear Mind II, Magic Defense Bonus II(MDB), Teleport Spells.
- Cons: No shadows, No dual wield, No other support in terms of accuracy, or damage modifiers. Enhancing Magic for buffs is limited to level of sub. "/whm 138 healing @ 45"
/RDM
- Pros: Cures, Protect/Shell, Barspells, Higher MP pool than melee subs, Fast Cast II, Magic Attack Bonus II(MAB), MDB II, Convert, Refresh, Phalanx, Enfeebling Magic, Elemental Magic.
- Cons: No shadows, No dual wield, No other support in terms of accuracy, or damage modifiers, Enhancing Magic for buffs is limited to level of sub, Enfeebling Magic is limited to level of sub, Elemental Magic is limited to level of sub. /rdm Healing @ 45 128. Dark Magic 114. Enhancing 132
/BLM
- Pros: Spikes, Elemental Magic, Higher MP pool than melee subs, Clear Mind III, MAB II, Magic Burst Bonus, Stun, Enfeebling magic, Warp I/II.
- Cons: No shadows, No dual wield, No other support in terms of accuracy, or damage modifiers, Enfeebling Magic is limited to level of sub, Elemental Magic is limited to level of sub.
/RNG
- Pros: Widescan IV, Accuracy Bonus II.
- Cons: No shadows, No dual wield, No other support in terms of damage modifiers.
/SAM
- Pros: Meditate capped @ 60% TP return on subs, Zanshin, Sekkanoki, Store TP II, Third Eye
- Cons: No shadows, No dual wield, No other support in terms of accuracy, or damage modifiers, Hasso/Seigan bonus is limited to 2H weapons.
/COR
- Pros: Corsair Roll Buffs, limited to one buff as a sub job.
- Cons: No shadows, No dual wield, No other support in terms of accuracy, or damage modifiers other than the one buff you can choose.
/BRD
- Pros: Bard Songs, limited to one buff as a sub job.
- Cons: No shadows, No dual wield, No other support in terms of accuracy, or damage modifiers other than the one buff you can choose.
/MNK
- Pros: Max HP Boost, Subtle Blow III, Dodge, Focus, Boost, Counter, Counterstance.
- Cons: No shadows, No dual wield.
/BST
- Pros: Charm*, Vermin/Bird/Lizard/Amorph killer, Widescan III, Reward for pet cure.
- Cons: No shadows, No dual wield, No other support in terms of accuracy, or damage modifiers, no Jug pets, (*NB: There is speculation that for /BST to be effective at Charm you main BST must be as high as your current job. You cannot use Charm inside Abyssea.)
/DRK
- Pros: Arcana Killer, Attack Bonus II, Souleater, Stun, Elemental Magic, Enfeebling Magic, slightly higher MP pool than melee subs. Last resort 3 minute attack bonus. Occolt JA
- Cons: No shadows, No dual wield, No other support in terms of accuracy modifiers, Enfeebling Magic is limited to level of sub, Elemental Magic is limited to level of sub.
/PLD
- Pros: Shield Bash, Sentinel, Cover, Auto-Refresh, Shield Mastery, Defense Bonus II, Protect, Cure, Flash, slightly higher MP pool than melee subs.
- Cons: No shadows, No dual wield, No other support in terms of accuracy, or damage modifiers, Shield Skill is limited to the level of the sub.
/DRG
- Pros: Dragon killer, Accuracy Bonus, Conserve TP.
- Cons: No shadows, No dual wield, No other support in terms of damage modifiers, no Wyvern!
/SCH
- Pros: Conserve MP, Max MP Boost, Clear Mind II, Stratagems, Weather effects from storms, Sublimation, Light/Dark Arts boost light/dark based spells.
- Cons: No shadows, No dual wield, No other support in terms of accuracy, or damage modifiers. Sch /healing and dark magic "300"
/PUP
- To be brutally honest, this is the only job I have never levelled, so cannot contribute anything constructive.
The major common factor we are missing is the lack of Utsusemi shadows and Dual Wield. While we have blink shadows from Occultation, they aren't 100% effective like Utsusemi - thus a drop in survivability for the solo BLU (though this can be overcome with various strategies, which can be very effective). Dual Wield is a personal choice, some prefer 2-swords, some players prefer Sword/[Genbu's] shield, but as the majority of our damage is from Spellcasting NOT sword swinging it is up to the individual.
Personally I am a big /NIN fan - with /DNC on occasions. While I have not tried BLU/SCH, I have heard good things and a more in depth guide to BLU/SCH can be found here.
So we don't have the same debate every week, people should lock thois subjob on the maoin board
Edited, Jun 22nd 2011 8:29pm by kimjongil76