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  1. #31
    Player kingfury's Avatar
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    Mar 2011
    Location
    Allegiance: Ancient Galkan Empire
    Posts
    1,308
    Character
    Kingfury
    World
    Valefor
    Main Class
    WAR Lv 99
    Quote Originally Posted by Eldelphia View Post
    We rarely use our white magic nukes now as it is. Occasionally on undead or for fun but usually just for proccing. Level BLM or SCH if you want some serious damage power.
    ---------------------
    It's not impossible to change the trend currently in place with the addition of some simple tools to the mix of WHMs possible nuking potential.

    WHM already has spells that decrease a monster's physical defense using Dia, so why not a monster's magic defense? What I suggested above with something like "Prism Douse" would be Divine and Light Magic specific, but having a generalized spell that greatly decreased a monster's magic defense could be big news for the life of Nuker mages and WHMs alike.

    It would just take too much MAB for a WHM to catch up with what standard Nuker mages have natively, so I say focus on giving WHM a way to tip the scales in their favor by lowering the amount needed to see some decent results.
    (0)

  2. #32
    Player Bubeeky's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    I agree with King, it's mostly about our lack of MAB/ways of increasing damage...I have whm and blm both at 90 and I enjoy them both, but it's all too easy to load my blm up with mab stuff, where my whm can only benefit from a few things here and there, and even then, some of the quicker ways, (atmas or w/e) just aren't practical for a whm to use regularly because nuking isn't our primary goal....I'd be all for a magic defense version of dia or some kind of extra boost to banish spells, or maybe a change to afflatus misery or even an additional afflatus that focused almost exclusively on MAB for us.
    (0)
    Love life, dare to dream, and LIVE ON PURPOSE!
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  3. #33
    Player
    Join Date
    Mar 2011
    Posts
    68
    Quote Originally Posted by Tsukino_Kaji View Post
    Lack of nukes is not an issue, it's lack of MAB.
    Eh, the few times I do actually bust out my nukes on stuff I'm waiting on timers a lot so... I couldn't possibly disagree more.
    And really, I don't care if the newer tier Banish spells were only as effective as the BLM counter parts on undead or undead/demons or what have you but really, we're the only class with light based nukes and the highest they go up to is tier 3 when there's tier 5 STs in the game.

    Seriously, come on.
    (0)
    Last edited by Charismatic; 07-06-2011 at 03:23 AM.

  4. #34
    Player Aleste's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    I don't really see much point in nuking on whitemage (although, I do have a MAB build for it).

    Most of the spells have a decent recast timer (which feel longer when you've no other spells to nuke with) and do pretty pathetic damage, and that's without contemplating the additional effect on undead...

    I'm quite happy with how they've done Holy; getting stronger as you cure, relatively quick casting time and can be decent when magic bursted. Banish spells on the other hand....
    (0)



  5. #35
    Player Zaknafein's Avatar
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    Mar 2011
    Location
    Kweh!
    Posts
    539
    Character
    Fistandantilus
    World
    Bahamut
    Main Class
    WHM Lv 99
    I find many times to nuke. When farming empy's. Anytime when a NM is getting close to death, and my party is cured up. Staggering yellow of course. We deserve at least one potent nuke that's mod is mind. Seriously in any RPG healer's have at least one high level toy to bomb stuff with. Make it a decent recast timer so it isn't abused, and step back to see happy whm's all across Vana' Diel
    (0)

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  6. #36
    Player Khajit's Avatar
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    Mar 2011
    Posts
    334
    Character
    Khajit
    World
    Quetzalcoatl
    Main Class
    THF Lv 99
    You guys are operating on incorrect assumptions like the idea that SE failed at making holy a decent spell when in reality they nerfed it because it was TOO good. Plds and whms were manaburning with holy pre nerf.
    (0)

  7. #37
    Player
    Join Date
    Mar 2011
    Posts
    68
    Yes, and that was many many many years ago when the game was an entirely different beast. Few of the changes made back then mean squat now.
    (0)

  8. #38
    Player Sasaraixx's Avatar
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    Mar 2011
    Posts
    276
    Character
    Sasaraixx
    World
    Carbuncle
    Main Class
    SMN Lv 99
    I guess that I am in the minority of White Mages on this issue, but I do not believe the job should receive any powerful nukes. I think SE has done a good job with how the Banish and Holy spells operate now. WHM is a healing class with support capabilities. Given the current state of the game, I do not believe giving the job a powerful nuke would be wise. It is not a nuking class, despite what it might have been capable of in past Final Fantasy games. The numbers that can already be achieved on Holy with proper gear/curing is acceptable to me.

    I agree that the Banish spells line should continue up to tier IV and III for -ga but the damage should remain minimal. If anything, I would like to see an increase in the defense down effect on undead and perhaps have it extend to demons and other dark based fiends. I wouldn't shake my head at a magic defense down spell, although I think it would be more suited to RDM.

    I also agree with those who believe the game should have at least one powerful nuke for the light and dark elements (not including Summoners). Comet was found in the dats and dat mining also found a lv95 light based offensive spell for SCH. They could be one in the same, and I would be completely fine with that. Meteor is going to BLM at lv99 and I always thought it would be non-elemental. Perhaps they could give BLM and DRK the impact spell that is on the Twilight robe (and seriously lower the MP cost).
    (1)
    Last edited by Sasaraixx; 07-14-2011 at 04:06 AM. Reason: brain freeze

  9. #39
    Player Aleste's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    151
    Character
    Aleste
    World
    Fenrir
    Main Class
    WHM Lv 99
    Got bored and decided to have a peek at the .dats again...

    Spells which have whitemage job assigned to it

    Curaga V (91), costs 450mp, 5.5s casting, 11s recast
    -- 'Restores HP of all party members within area of effect.'
    Holy 2 (95), 200 mp, 1.25s casting, 1m recast
    -- 'Deals light elemental damage to an enemy. Afflatus Solace: Increases spell potency based on the amount of HP you restore.'
    Banish IV (listed as 90), 108mp, 5.75s casting, 45s recast
    -- 'Deals light elemental damage to an enemy. Afflatus Misery: Increases spell potency based on the most recent damage you sustain.'
    Banishga3 (65??), 233 mp, 6.5s casting, 45s recast
    -- 'Deals light elemental damage to enemies within area of effect. Afflatus Misery: Increases spell potency based on the most recent damage you sustain.'
    Unknown ice based enfeebling magic (61), 12mp, 4s casting, 30s recast (paralyga?)
    -- No help text with this spell.
    Unknown earth based enfeebling magic (61), 30mp, 2.5s casting, 30s recast (slowga?)
    -- No help text with this spell.
    Unknown air based enfeebling magic (61), 32mp, 4s casting, 20s recast (silencega?)
    -- No help text with this spell.
    Unknown air based enhancing magic (61), 80mp, 4s casting, 30s recast (hastega?)
    -- No help text with this spell.
    Cura 3 (96), 60mp, 3s casting, 50s recast
    -- 'Restores HP for party members within area of effect. Afflatus Misery: Increases healing potency.'
    Boost-STR (93), 36mp, 5s casting, 10s recast
    -- 'Enhances Strength for party members within area of effect.'
    Boost-DEX (99), 36mp, 5s casting, 10s recast
    -- 'Enhances Dexterity for party members within area of effect.'

    Unlisted (in terms of job level, but appropriate spacing left for)

    Banish V, 159mp, 7.5s casting, 45s recast
    -- 'Deals light elemental damage to an enemy.Afflatus Misery: Increases spell potency based on the most recent damage you sustain.'
    Banishga 4, 380mp, 5.75s casting, 1m recast
    -- 'Deals light elemental damage to enemies within area of effect. Afflatus Misery: Increases spell potency based on the most recent damage you sustain.'
    Banishga 5, 563mp, 6s casting, 1m recast
    -- 'Deals light elemental damage to enemies within area of effect. Afflatus Misery: Increases spell potency based on the most recent damage you sustain.'

    And 1 peculiar spell listed at ID494....

    Black magic, earth based, self targeted elemental magic. 99 WHM. 0 (assuming mp cost is unfinalised) mp, 8s casting, 24s recast... Gaia perhaps?
    -- No help text with this spell.

    Also minor note~ there's a space below Divine Caress. Possibility of another Job ability...
    (2)
    Last edited by Aleste; 07-14-2011 at 05:27 AM. Reason: Added spell help text. Second edit for formatting



  10. #40
    Player Sasaraixx's Avatar
    Join Date
    Mar 2011
    Posts
    276
    Character
    Sasaraixx
    World
    Carbuncle
    Main Class
    SMN Lv 99
    That last spell is very peculiar. WHM doesn't have any native black magic/elemental magic spells so I'm quite surprised this is listed for WHM. Interesting.

    May I ask where you found the info? I wouldn't mind taking a peak at some other jobs myself
    (0)

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