If you want to nuke, level a nuking job. If you want to DD, level a DD job. WHM is a HEALING job, in case you missed the memo.
If you want to nuke, level a nuking job. If you want to DD, level a DD job. WHM is a HEALING job, in case you missed the memo.
That still doesn't explain why we don't have the Higher Tier Banish spells unless you missed the memo
Well, you don't have it because you don't need it. Does it remove status ailments r cure your party? No. So the parties healer doesn't need it. Implementing it would be a waste of limited developer time. Explanation enough?
Didn't they say that they arent able to add any new spells somewhere on the forum?
I'm not a programmer but I'm not sure it works that way. Otherwise, why would they say no new BLU spells? There are hundreds of mob abilities in the game already that could be made into BLU spells.
Indeed, though unless I'm mistaken, these were available on the test server before being removed so the animation and such is already available.
By the same logic you could argue for cures for BLM or higher tiers for SCH and RDM. I mean Cure IV is level 48 for RDM, BLM only has Drain for HP recovery and so on.
Last edited by Jakuk; 07-28-2016 at 12:18 PM.
Arguing that WHM should have damage dealing traits like higher nuking power and native dual wield (I really hope this one was sarcasm), is like arguing that BLM should have native cures, WAR should have native enfeebles, or BRD should have access to sneak attack simply because it can wield a dagger. Dealing damage is not in the job description.
Actually, WAR does have a really good native enfeeble - Full Break. BLM has a native cure in Drain. BRD doesn't have sneak attack but it does have Virelai to charm, which has nothing to do with support, and the Fencer job trait. MNK is a physical DD but it can deal magical damage with Formless Strikes and heal itself with Chakra. Dragoon is also a physical DD but it has some great healing options with Healing Breath and status-removal breaths. RUN is a tank but can magic burst with Lunge and significantly weaken a monster's magic defence. Furthermore, all spellcasting jobs have unique weaponskills, some of which are really quite good (Mystic Boon, Vidohunir).
All of these examples demonstrate that every single job has tools that lie outside its player-accepted purpose. Generally they're not as good or convenient as tools used by the specialists - BLM's drain isn't going to get you far, Virelai is mostly just a fun thing to play with when soloing, Formless Strikes has limited uptime - but they exist, they're useful, and they're fun. WHM is never going to be a nuker to rival BLM or be a top tier melee job, and I agree that it shouldn't be for all the reasons you've given, but Banish IV and native dual wield would not change that - just as we don't usually have dragoon main healers or armies of BRDs taking down NMs with charmed monsters.
...Actually that would be really excellent. We need Virelai II immediately.
WHM doesn't NEED it but that doesn't make it invalid or not a part of their job. They DO have it. Banish and Holy spells are a part of a WHM's repertoire. Why else do they get so much Banish vs undead potency gear and have Banish and Holy exclusively besides PLD (who can't use them nearly as well as WHM)? You're not making sense. That's like saying BLM shouldn't get Firaga IV because they don't have it. They don't NEED it, but it would make sense to add them. Plenty of jobs have spells and abilities that don't help their main role.
In regards to the BLU spells comment:
"For blue mages, we have already reached the limit for the amount of spells we can add. Unfortunately, we cannot increase any further."
It doesn't sound like they don't want to add more BLU spells, they just can't because they reached the max capacity. BLUs have the most spells in the game so it makes sense that they'd hit the limit sooner or later.
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