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It seems like you're basing a lot of your ideas off of FFXI on what should and shouldn't be. Just because black mages had every element in ffxi doesn't mean they should in this game. I'm pretty sure black mages in fftactics only had ice, thunder, and fire. Black mages don't only bring DD to a party either; they bring AoE crowd controls (blizzara and sleepaga.) The only other form of AoE crowd control are short stuns from legsweep, bard's new weaponskill, and whm's aoe bind that drains all mp. Your original post asked how these jobs are supposed to improve party play. More damage isn't the only way to improve party play. Better CCs help a lot too.
Thaumaturges already do amazing damage. If you're not satisfied with it, you may be playing it wrong o_O.
Yeah, maybe in XI (or any other FF game). Also I remember Fire spells (and Thunder too?) was pretty dirty against undead as well. Not to mention, this is XIV. Now don't get me wrong I loved XI and the mage-jobs they had in that game, but this is a new FF game that is still (IMO) being created/developed.
(I assumed you meant to type "mad" [bolded]; not trying to be spelling/grammar police, just making sure I interpreted it correctly)
I mean, really, it should have been clear by then that CNJ was going to fit into WHM and THM was going to fit into BLM. I can't say I was mad that they did that; surprised, yeah, but not mad.
Why do you think it's bullshit? Just above you asserted that the only time a WHM should out DD a BLM is against undead; assumingly since [historically] they're weak to Holy-based spells. So now instead of WHMs being strong against just one category of mobs having a weakness to Holy-based spells, in this game they're strong against two types of category of mobs having a weakness to Stone-based spells and/or Aeor-based spells. Is one more category really that big of a deal?
I would have to disagree on both accounts.
First, there have been other FF games where the BLM (or w/e the "nuker" was) didn't have the entire elemental wheel (as we knew it in XI). FF Tactics comes to mind (just because I played it last week, heh!) - the BLM job only had Fire, Ice, and Thunder nuke-type spells (I say nuke-type because it had other "offensive" spells like Poison, etc.)
Second, it does too bring something else to the table besides DDing - CCing (e.g., Sleepga, Bindga). From what we know currently, BLM will be the only job that can effectively crowd control. Obviously it's just one spell, but once the level cap is raised (again, assumingly) how do you know they won't get other spells? (Gravityga, etc.)
Yes I agree that WAR can [probably] tank or DD, but I'll bet you that it'll be much better at DDing in general than it would be tanking - especially compared to PLD - or at least I'll be hella surprised if it's a better tank. And I agree again, Bard can [probably] DD or support, but again I'll bet you that it'll be much better at providing/focusing on support in general rather than trying to match DD with the rest of the "DD Jobs"; especially if you consider that it can only take abilities from CNJ and THM (that is, no Keen Flurry for Quick Knock's long-ass CD, no Blindside, no Blood for Blood, etc. etc.). And so on and so on for MNK, and the other DDs (though, it seems like DRG will just solely be a melee, DD power-house - guess we'll find out though either way!).
All in all man, respectfully, it just seems (to me, at least) that you are/were expecting the FFXI BLM when really we're getting a different form of a FF BLM; one that IMHO relates more closely to the BLM in FFT. And again, I loved playing XI and playing all the mages, but the BLM in that game isn't FF's "Flagship BLM", so to speak.
If his point is a question like "are there any other classes that can do better in this role for this fight than black mage?" should never come up, then black mages are too powerful and we will continue to see fights like ifrit where thaumaturges are stacked.
And yea... why bring a blm to a zaharak party? For their amazing damage and CC!
This is an old thread I've made to adress that exact argument about BLM having all elements
http://forum.square-enix.com/ffxiv/t...tasy-Tradition.
EDIT: Quoted wrong post, lol
Don't forget about Job Specific Equipment. It's supposed to be better than multi-meld equipment. If you take a THM in their melded gear and pit them against a BLM in their JSE, I'm sure the BLM will do a lot more damage. We still don't know the JSE stats. It's very possible the BLM set could have stats like -X% MP cost of spells, great amounts of MATK Potency and MACC. It could even have an enhanced auto-refresh feature or build on other traits.
From what I'm gathering, you are sacrificing versatility for efficiency.
By equipping a job, you may lose your ability to raise... but gain boons elsewhere. If your group is FLAWLESS, you'll be able to kill faster, and with ease... but if someone dies? Not everyone can raise anymore, and not everyone can cure anymore. Fights will be much harder because if you are not PERFECT in your strategy, your group will surely wipe. The current setup leaves room for error. Oh, did you die from a pomflare? NP, anyone can raise you, and we're all on 5 minute timers. But that just isn't the case with jobs.
I am both intrigued and nervous about this. Adjusting to 'new' fights may be harder than it would have been had we all stuck with the current system. I'm thinking what may end up happening is... people will assume different jobs (or none at all!) to maintain a balance of both versatility and efficiency. In a group with two CNJ, one might go WHM while the other stays CNJ. In a group with multiple Archers, some may change to BRD while others stay strictly ARC.
I think the problem here is that too many people are assuming that just because we can USE a job means we MUST use a job during every moment of every day. In the end, it might make sense to switch on/off of your job... similar to the way a 'stance' works now.