View Full Version : Light based damage spells.
Valkrist
03-10-2011, 12:57 AM
Before I say what I'm about to say, this is not meant to be a war or flame thread that's meant to say, "this job is better than my job." I know this is probably among the least important things on a WHM's mind, but the light element nukes really need an overhaul whether or not it's in terms of actual damage or what their debuff does.
In terms of actual damage, every version of Banish and the spell Holy do a pitiful amount of damage regardless of whether Afflatus Solace or Misery is going. On top of the fact that the recasts for the spells are generally 15-60~ seconds per cast for so little. It's so bad that a BLM spamming Stone I (One, not I) can probably do more damage for less MP. Even against undead these spells do amazingly low damage.
The Banish spell line was originally looked at as a way to debuff undead so that the DDs can do more damage through the special defense layer. Truth be told, the debuff that the Banish spells do are almost entirely ignored due to the fact that people view these spells as nothing more than as weak nukes. There is no form of notification that the debuff from Banish has landed or worn off for people to understand that these spells are truthfully, a Dia-like spell (that stacks with Dia, without the DoT) against undead.
So you can see merit to using Banish spells, but not to using Holy. So what does Holy bring to the table in its current form? As is, it is a very fast casting light damage (in terms of actual damage and its element being light.) Its damage is significantly augmented by a charged up Afflatus Solace, but never to the point where the spell is effective. Usable by both WHM and PLD, but neither party will use the spell as a form of damage due to its low damage and its high MP cost. It doesn't do additional damage like Banish spells to undead. Used as a yellow !! trigger in Abyssea.
It seems that the spell was designed purely as a form of damage, but the numbers it produces make it so that it's not usable by players. The only time the spell Holy does a sizable chunk of damage is when Proto-Ultima casts it, or when a colibri mimicries it back at you with its damage seemingly multiplied.
A lot of players are looking at Holy in FFXI and comparing it to Holy in FFIV or FFVII and thinking why isn't it on par with Meteor. I'm not asking for that kind of extreme change, but the spell really has fallen quite a ways with its history in previous FF games.
So unfortunately the spell Holy doesn't do much to benefit anyone aside for being used as a way to get a quick spell off for skill ups. The fact that the spell was given to PLD means that the job is meant to be able to do something with the spell as well, but unfortunately I can not see it in its current form.
Currently the spell that does the most light based damage belongs to SCH as Luminohelix. I don't know if it's intentional or not to give the job a very powerful light based nuke because it's a hybrid class that's a jack of all trades. As is, SCH is the only job that can do significant damage using light based spells because of this. Not that light based damage is something that's highly sought after, but it's a fact.
To sum things up, the Banish spell line is an undead debuff that does little damage in general. Holy is a purely offensive spell, but is only useful in monster hands. I think anything at this point to makes these spells more useful would be welcome to the job.
Draylo
03-10-2011, 08:42 PM
Idk, the only issue is its resists because I've seen whms pump out 1k+ Holy. There are also a ton of matk gear that whm can obtain, the only issue is primarily macc I believe.
Retsujo
03-10-2011, 10:34 PM
I never understood why Holy required so much MP to cast. I does maybe the same if not less damage than Banish III most of the time, and has one hell of a recast.
1k+Holy doesn't sound so much like good macc as it is maybe good healing numbers with Solace on. Solace only effects Holy damage, no other light-based damage spell, and your recorded healing numbers get erased with each cast. Misery increases Banish damage based on other damage dealt, though - similarly to Solace+Holy - casting a Banish spell erases that recorded damage and you have to start from scratch again.
I'm pretty sure the light-based nukes were designed just as a small damage bonus to debuff undead (for about what seems like the same duration as Flash's blindness), and not meant to cause even RDM-worthy damage. Though I gotta say, making trials that rely on light-based damage kills is a pain without any decent damaging light-based nuke spells.
Simian
03-10-2011, 11:17 PM
Misery+Banish - It is damage taken that augments Banish and it is only the last damage taken that is counted. Damage taken does not stack like curing does for Solace+Holy. I have hit 2K once with fully charged Solace+Holy as a Magic Burst and usually save it for a kill shot. It is a fast cast that can be started after the weapons skill animation has started and still get the MB. Solace+Holy will out damage Misery+Banish III every time.
What I have not been able to ascertain is just what is the cap for curing for Solace+Holy to get max benefit. At its inception I was hitting 704 damage and that seemed like a cap but later when it started doing over 1K routinely I figured that was some upgrade to Solace that accounted for that. Just not sure if there is a hard number cap or if the effect is 100% reliable. It is not like a TP meter we can see.
Naria
03-11-2011, 07:32 PM
Long long time ago back when FFXI was only in Japan, Holy had comparable damage to the other AM, plus it instacasts. Blms hated it. It was nerfed. The Solace/Misery update was an attempt to throw whm a bone with out angering blms (one which I am very happy with). Personally, before a change to the dmg/debuff formulas I would like to see whm get Banish IV and Banishga III (I mean come on SE smn has banish IV but whm does not?)
Tsukino_Kaji
03-11-2011, 07:58 PM
WHM nuking is just where it should be, if you want more dmg, get more MAB.
hollowsgrief
03-14-2011, 05:01 AM
I agree that its over due for an upgrade in divine magic teir, damage increase or not, whm is the only mage job that hasn't got any upgrades in nuke teirs, even if banish is a weak nuke, it is a nuke none the less and time for an upgrade. Banish IV, Banishga III, Banishga IV, and Holy II, help me out SE!!!! (I know Banishga IV is most likely never going to happen, but it would be nice if they did give us it!!)
Bejiita
03-14-2011, 08:01 AM
I agree with the original poster. Solace and Misery were paltry additions to make WHM feel like they could nuke, while the true problem of magical potency was left unaddressed. Banish 1-5, Banishga 1-3, Holy 1 and 2. Make Holy AM. Just give them equivalent potency even of Stone. Just let them be something of a magical threat.
Nahal
03-14-2011, 09:38 AM
whats the big hoohah, WHM isnt a damage job, it can do a bearable ammount of damage with banish/holy if you have the gear and divine skilled up, but whm isnt blm, its not a nuker, its not RDM either and supposed to do a bit of everything, whm is made to heal, sure you CAN use it for damage, but thats not its primary role. saying "oh well whm is the best healer but our damage isnt up to much" is being greedy, there has to be some sort of job balance. give whm the ability to nuke well and its going to end up being able to do TOO much.
Bejiita
03-14-2011, 10:08 AM
You can do "too much" on almost any job nowadays. The lines are blurring. I don't want them to usurp Blm as the glass cannon, but still give them something. Besides, look at Sch, they can do both with just a couple of job abilities. The gear and skill only take you so far, and Solace/Misery could be stripped of their nuking side effects to prevent overdoing it. If not, why bother having Divine Magic at all? If a spell has no relevancy at some point, just get rid of it. I rather see spell classes get expanded, not made smaller. Besides, we are closing in on 99, I think an upgrade from Banish 3<<< would be nice.
Rambus
03-14-2011, 04:03 PM
All i can say is this
braking the cap of 75 means progression.
your best damage from spells should not be the same at 90 as it was for 75, holyII, banish IV, banishaga III, should be in your spell list at 99, anything less means your stuck on a level 75 mentality.
I would futher say it would be a good bet to add banish V since banish III is only 65, maybe even holy III and banishaga IV
Hoshi
03-14-2011, 04:16 PM
I think the only thing I use holy for now is to kill a mob we're wiping to at 1% (or to snipe a killshot). It would be fun to see it do higher damage (I don't think we'd be a threat to blms with the recast and mp cost of holy)... but I haven't tried much to make holy do more damage (I'll have to equip my mab earrings next time and see how much that raises the damage).
Luvbunny
03-15-2011, 01:53 AM
I agree with the OP, Whm should have at least a couple more light based damaging spells and SE should up the damage dealt with banish and holy. Granted it's not gonna make Whms become a nuker all of a sudden since your role is still a healer, but it is nice to be able to contribute some damage. They should make Repose a lot stronger and add repose-ga as well. Plus it would be nice to add a party based spell that would absorb damaging hits similar to what summoner gain via Titan blood pact. Whms could get the two spells, one for absorbing physical damage and another one for magical damage.
Mirage
03-15-2011, 02:17 AM
I think WHM is the natural choice to add damaging light-based spells to. They should never be up to BLM nuking strength on normal enemies, but on undeads I think they should be pretty close or equal to them.
Of course, WHMs wanting to compete with BLMs for damage on undeads should also be required to stack up on about as much nuking gear as a BLM normally does. Nuking in Curing Potency gear clearly shouldn't let them play at BLMs level.
Jamesruglia
03-18-2011, 01:19 AM
As much as I like the idea of stronger light-elemental damage spells, I don't think people are giving quite enough credit to what's already out there; Banish III and Solaced Holy are pretty respectable chunks of damage when well-placed. With equipment for them on. Compared to non-damage dealing jobs like Paladin, Red Mage, and low-level Summoner.
... Okay, I guess Banish IV/GaIII/Holy II would be pretty awesome, but I think Repose is good as it is. We can't just bust out super sleeps like Blm/Brd/Rdm with Blm subbed/whoever else can do it, but our ability to sleep things at all is more of a "useful bonus" than a focused-on ability.
Tsukino_Kaji
03-18-2011, 06:46 AM
As I said before, the low dmg isnt' a matter of the spell, it's the lack of MAB on whm.
Though I would like to see a banish IV/ga III/holy II as well myself regardless of output.
Fredjan
03-18-2011, 10:15 AM
I could see us getting Holy II and Banish IV soon... and maybe a cooler light damage spell at 99. SMN's LightSpirit is capable of casting Banish IV I think (I'm unable to confirm it, but I've heard of such), which would mean it's probably likely to be added.
WHM definitely lacks MAB, not to mention it doesn't even have the trait. WHM has to /BLM or /RDM to get the MAB trait (they're the same as both BLM and RDM get the 2nd tier before /45). MND and MAB boost damage further. It's been some time since I messed with them outside of yellow !! purposes, but I do remember more MND/MAB boosting the damage.
Mirage
03-23-2011, 03:54 AM
As I said before, the low dmg isnt' a matter of the spell, it's the lack of MAB on whm.
Though I would like to see a banish IV/ga III/holy II as well myself regardless of output.
Maybe I did something wrong, but I just checked for WHM-wearable MAB gear, and got to a total of +73. Granted, lots of those items are rare/ex and perhaps require a bit of time to get your hands on. I didn't include some items that I thought looked too annoying to get, like that +25MAB staff from PW for example.
I'll try to make a list over non-ex WHM MAB items later.
-edit-
also, I have no idea how much mab is considered to be good.
For those complaining about MP cost, Holy is actually one of the best MP: Damage spells under Full Solace, just below a Helix in total damage per MP.
Also, there's been reports of an offensive Divine spell in the dats with attributes being: WHM95/PLD99 200mp 1.25sec cast time with a minute recast. Sounds like Holy II to me.
Alkimi
03-23-2011, 11:25 PM
but I haven't tried much to make holy do more damage (I'll have to equip my mab earrings next time and see how much that raises the damage).
Using Beyond as your 3rd Atma which I often do on WHM since there's not that much useful after Allure and Minikin, fully charged Holy does somewhere in the region of 1700-1800 damage with good nuking gear.
Holy II (The version mobs use anyway) is significantly stronger than regular Holy, doing around 3x the damage. If they did introduce it I fear it would be toned down somewhat or not affected by Afflatus Solace, or you'd have WHMs throwing out 5-6k spells.
Crimson_Slasher
08-24-2011, 01:19 PM
Old, nearly dead thread, yeah kinda a necrobump but i tossed on some MAB gear on my whm/rdm (90/45) And loaded some mnd in open slots and hoofed it out to west ronfraure to see some unresisted nukes, it was dissapointing but not totally aweful, but MAB is not the only factor in the situation.
Gear is Apollo's staff, staff strap, incantor stone, artemis' medal, moldavite earing, hecate's earing, Twilight cloak, Eradico mitts, Diamond ring (+2 mnd aug), Star ring, Searing Cape, Penitent's rope, Jet Seraweels, Blessed Pumps.
Overall, 86+23Mnd (109 mnd), Skill of 287 (dont get a lot of demand to cast banish/flash/holy/repose in abyssea...)
and at the time of this test, it is darksday, with moonphase of Waxing Gibbous (64%), with all that in mind, i am nearly at 50 MAB in gear. I will conduct 10 casts of each spell on single target rabbits near the gate. I do NOT have signet either.
Banish; 109, 122, 109, 122, 122, 122, 109, 122, 122, 122. So its likely to cap at 122 damage with my current MAB, darksday lowering it to 109 on proc.
Banish II; 325, 362, 362, 362, 362, 325, 362, 362, 325, 362. Again, cap at 362 damage, lowered to 325 on darksday proc.
Banish III; 678, 609, 664, 678, 678, 609, 678, 678, 678, 678. 678 cap, 609 due to darksday, and i assume the 664 is eithe a darksday proc + magic crit, or a partial resist/miss...
Now with holy, ill do atleast 2 with cures prior and solace up, the rest, just with regular nukes.
Holy; (871 cure)621, 394, 440, 394, 440, 440, 394, 440, 440, (968 cure)686. So 440 cap, 394 with darksday, and gives about 188-20% damage from the cure to overhead damage i estemate.
Anyway, this is outside abyssea, hope this shows out the potency (or lack there of) that banish and holy spells have.
Mirage
08-24-2011, 09:27 PM
I think the banish spell and holy should have the damage potential of the equally tiered blm magics, but only be that strong when it's against undeads. The small selection of offensive spells, and the recast timers of them would already be enough to limit WHMs total damage potential compared to blm. Where BLM has several high powered nukes to switch between that they can cast with good efficiency on almost all mobs, whm would be limited to good damage only on undeads, and only when the holy and banish 3 (or 4 if we got that) cooldown was up.
Of course, to get big numbers, whm should have to get a decent nuking build, not just use the normal cure potency gear they have.
Bubeeky
08-24-2011, 09:44 PM
Our spell's effectiveness against undead in general needs an overhaul....cures don't even do like half damage against undead, which is retarded in my opinion since we should be foremost in undead fighters, right after Paladins :(
Teraniku
08-25-2011, 12:37 AM
I never understood why Holy required so much MP to cast. I does maybe the same if not less damage than Banish III most of the time, and has one hell of a recast.
.
I always thought they balanced the mp cost of Holy with the speed of the casting.
Bubeeky
08-25-2011, 12:49 AM
I always thought they balanced the mp cost of Holy with the speed of the casting.
unfortunatly no, it still costs a rediculous amount of mp, considering the crap damage it does....unless it's been powered up by a significant number of cures or w/e, it barely does a number of damage greater than the number of the mp cost :/
Economizer
08-25-2011, 04:13 AM
What would be really nice is if Cure spells didn't do half damage to undead, considering that the things can already resist on top of that. Being able to only do significant damage to one type of mob wouldn't be too bad for other magic damage jobs, and it isn't like Black Mage is the only heavy magic damage job anymore anyways. Additionally, more Banish nukes wouldn't hurt, as they would probably be fairly weak anyways. Currently I mainly use Banish/Holy for skillups and managing mobs while PLing people, and the occasional killshot snipe (the first time I ever fought Promanthia, we would have wiped at 1% if it wasn't for a well timed Holy).
Of course, White Mage getting more damage potential is mostly important if other jobs continue to get more healing potential, since adding more healing to White Mage to compensate may be difficult.
More importantly then even getting better nukes, I'd like to see Reposega. Repose is almost never resisted for me thanks to its high accuracy and my near-cap Divine Magic, even without magic accuracy gear. Seeing an AOE version of this would be nice, especially since Bard, the traditional light based sleep job, is getting a better AOE sleep, meaning we wouldn't be stepping on anyone's toes. Personally, I'd mainly use it for bypassing shadows, and sleeping groups of undead, since there are usually more capable sleepers in my party. Additionally, I think Paladin deserves Repose, since Dark Knight gets Sleep, Sleep 2 and Break.
SpankWustler
08-25-2011, 04:58 PM
More importantly then even getting better nukes, I'd like to see Reposega. Repose is almost never resisted for me thanks to its high accuracy and my near-cap Divine Magic, even without magic accuracy gear. Seeing an AOE version of this would be nice, especially since Bard, the traditional light based sleep job, is getting a better AOE sleep, meaning we wouldn't be stepping on anyone's toes.
This. So much this. I have high hopes for an AoE sleep for White Mage, now that Bard is getting a second tier of Horde Lullaby. They could remove the magic accuracy bonus if they want, I don't care. I'd love it anyway.
Retsujo
08-26-2011, 03:11 AM
If I remember correctly - in terms of cure damage against undead - Divine Seal's bonus to cure-based spells actually took that extra bit away from damage dealt. I don't know if that's still the case as it's just a fleeting memory now, but I always thought it was weird that it worked to make cures less damaging against undead.
saevel
08-28-2011, 05:40 PM
Banish spells use the exact same formula as the elemental nukes, except they use dMND instead of dINT. Actually you should be thankfuly, the original Banish spells used dINT, MND did nothing for them. SE basically took Aero and put a long recast with "light" based damage. That whole "undead" thing was added later when SE decided to make them use dMND instead of dINT.
Anyhow, the reason most WHM's banish's seem to small is WHM's normally don't carry around MAB gear nor equip +Light Damage / MAB atma's. Otherwise Banish III does comparable damage to Stone III
http://wiki.ffxiclopedia.org/wiki/Calculating_Magic_Damage
Stone III
92mp
Base V of 210
M multiplier of 1.5
Banish III
96mp
M multiplier of 1.5
Base V of 198
Now saying this, I fully believe WHM's should have Banish IV, V, Banishga III, Banishja and Holy II. You guys are supposed to be the kings of divine based light damage, its not used often but it's something that does exist, the holy nukes shouldn't end at tier III.
Basically as a WHM/RDM with HQ Light staff, Beyond / Allure / Holy Mountain, and tons of MND / MAB gear, you should be hitting big Banish IIIs. The utility of this is questionable but it ~is~ possible, there is nothing with WHM or Banish that prevents it from doing high damage. SE just needs to add bigger spells for christs sake.
Malacite
09-03-2011, 07:52 AM
Long long time ago back when FFXI was only in Japan, Holy had comparable damage to the other AM, plus it instacasts. Blms hated it. It was nerfed. The Solace/Misery update was an attempt to throw whm a bone with out angering blms (one which I am very happy with). Personally, before a change to the dmg/debuff formulas I would like to see whm get Banish IV and Banishga III (I mean come on SE smn has banish IV but whm does not?)
O rly? Well, there are lots of things that changed before the game made it over here - for instance spells originally did not get resisted, that was a rather huge nerf to mages in general but especially BLM.
As to the OP's remarks of Banish doing crap damage, I have to disagree. It's far from spectacular, but Banish IS capable of dealing decent damage provided your divine skill is capped or near-capped.
Particularly in Abyssea, I have seem some dazzling Holy - I managed to fire one off on PLD (with Atma & Divine Emblem mind you) for nearly 2400 to a Faunus Wyvern. On WHM with Atma I tend to hit up around 800~900 average, 1600+ easily with Solace bonus.
Holy is pretty inefficient for it's MP no argument there, but the increases in MP cost for Holy II and Banish IV over their previous tiers is much, much smaller compared to elemental spells and that's nice.
I don't think that Holy should ever go back to dealing the kind of damage it used to do, just because that's not really WHM's purpose except vs Undead. It would be nice if WHM & PLD could really stick it to undead enemies with their Divine Magic, perhaps a new trait that's exclusive to them? (50+ so it can't be subbed). It's fine in the offline games, but in an MMO setting Divine Magic should only really be devasting to undead/demon mobs (basically anything undeniably evil and/or unnatural)
OuShiroHeart
09-05-2011, 04:05 PM
Cures are weaker against undead than normal because cure armor does not have effect when using cure to attack
Economizer
09-06-2011, 10:15 PM
Cures are weaker against undead than normal because cure armor does not have effect when using cure to attack
Even if Cure Potency effected Cures against undead, it wouldn't be very spectacular either, because cures do half the effect and are prone to resists (I don't know that having capped healing magic skill is any less useless when attacking mobs either).
Banish spells aren't exactly great against undead either, not that they are great against anything. White Mage's main advantage against undead is that it can deal extreme blunt damage to skeleton mobs.
OuShiroHeart
09-06-2011, 10:27 PM
They do not do half damage, they do their normal spell amount without the cure bonus. If you want them to hit harder, cast them in same armor you would Banish or Holy.
Bubeeky
09-07-2011, 01:17 AM
They do not do half damage, they do their normal spell amount without the cure bonus. If you want them to hit harder, cast them in same armor you would Banish or Holy.
I think the point is that it's currently really hard to make cure effective against the undead and it shouldn't be that difficult...they should be naturally weak to it
Mirage
09-07-2011, 01:21 AM
They do not do half damage, they do their normal spell amount without the cure bonus. If you want them to hit harder, cast them in same armor you would Banish or Holy.
Well i'm not gonna claim you're wrong, but do you have like a damage record screenshot of cure/banish on an undead? I'm Just interested in seeing just how much you can get it to. It is also relevant how much MP this uses compared to similar damage from a blm or sch.
Alkimi
09-07-2011, 09:11 PM
They do not do half damage, they do their normal spell amount without the cure bonus. If you want them to hit harder, cast them in same armor you would Banish or Holy.
True. When using cure as an offensive spell it's calculated using MND and Magic Atk. Bonus, same as Banish/Holy.
On another note someone mentioned WHM has access to Banishga III/Banish IV on the test server, is this true or is someone just making stuff up?
Bubeeky
09-07-2011, 10:08 PM
True. When using cure as an offensive spell it's calculated using MND and Magic Atk. Bonus, same as Banish/Holy.
On another note someone mentioned WHM has access to Banishga III/Banish IV on the test server, is this true or is someone just making stuff up?
I'd imagine it's true, because SE hasn't really denied that they are going to give it to us, Camate just said that the actual time it will be implemented is up in the air....I'm guessing they are trying to make it more effective without stepping on toes before actually giving it to us.
MDenham
09-09-2011, 04:12 PM
On another note someone mentioned WHM has access to Banishga III/Banish IV on the test server, is this true or is someone just making stuff up?Either someone's making stuff up or they removed them again before Tuesday.
Holy II, however, is available and slightly disappointing (50% more MP for twice the damage).
Vortex
09-09-2011, 04:19 PM
Umm, i was using Banish 4 and banishga 3 last week, i don't recall them removing it, banishga 3 was dissapointing to say the least, and banish 4 honestly was no stronger then 3.
MDenham
09-09-2011, 04:30 PM
Umm, i was using Banish 4 and banishga 3 last week, i don't recall them removing it, banishga 3 was dissapointing to say the least, and banish 4 honestly was no stronger then 3.I believe they took it off the list of obtainable spells from the GM moogle since then, since it hasn't been available through that since Tuesday (and possibly earlier).
Which makes sense anyway, since those clearly weren't in a state where anyone would want them. :D
Vortex
09-09-2011, 05:35 PM
I believe they took it off the list of obtainable spells from the GM moogle since then, since it hasn't been available through that since Tuesday (and possibly earlier).
Which makes sense anyway, since those clearly weren't in a state where anyone would want them. :D
hmm, nope, i just checked and i still have banish 4 banishga 3 if you mean they removed it from the spell lists obtainable?
either way unless they dramaticly increase the damage to them they aren't really worth using.
MDenham
09-09-2011, 06:14 PM
What I mean is that after (whenever, I think Tuesday), you can't obtain Banish IV or Banishga III from the GM moogle. If you got it before then, that's fine; your character on the test server will keep it (though if they adjust the level needed to cast it before they implement the final cap raise on the test server, there may be a period where you won't be able to cast it), because they didn't take it away.
They're just not letting other people have it, because the decision was made "yeah, we're not releasing that in the next update" a few days ago. That's what I've been saying as far as "taking it off the list of obtainable spells from the GM moogle".
Holy II, however, is probably a go for the update unless they change their mind here in the next week or two.
Mirage
09-09-2011, 09:38 PM
I am going to be mad if I don't get new and good banish spells :/.
saevel
09-12-2011, 07:18 AM
hmm, nope, i just checked and i still have banish 4 banishga 3 if you mean they removed it from the spell lists obtainable?
either way unless they dramaticly increase the damage to them they aren't really worth using.
Is their damage equivalent to the elemental nuke of the same MP? As in, Banish IV should be about what Stone IV does, 700~ish damage but really depends on your MND and MAB. Banishga III should be Stonega III.
At 75 BLM's put 120 INT as the standard, being this is 90 you guys should be looking to 140MND and HQ light staff as a minimum. /RDM for MAB II and about 15~20 MAB in gear.
SpankWustler
09-12-2011, 08:19 AM
I'm not sure it's anything to go by, but the Banish line thus far has very slowly worsened compared to elemental magic of the same tier. Banish I is just below Water. Banish II is between Stone II and Water II. Banish III is just below Stone III. If the pattern continues, Banish IV will probably be noticeably below Stone IV.
Of course, it will still have tier IV M value unless some developer had a mental lapse, so Banish IV shouldn't be too incomprehensibly horrid.
Vortex
09-12-2011, 08:31 AM
Is their damage equivalent to the elemental nuke of the same MP? As in, Banish IV should be about what Stone IV does, 700~ish damage but really depends on your MND and MAB. Banishga III should be Stonega III.
Actually i only used it on some trash mobs, i didn't extensivly test it since there was no point due to the fact we aren't even getting it anytime soon, but banish 4 was no where near 700 and this was with mab/mnd gear, i think it did something like 500 damage, and banishga 3 i don't remember either. wasn't high, when i get on it again i'll test it on some high level mobs., but both were terrible.