well my suggestion personally would be that water heals a small HP amount to all friendly players who are near the specific opponent.
but maybe then they would only use water attack dont know ^^
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lol yall seem to forget whm in the beginning had water earth air spells in one of the final fantasy games. whm/cnj will have attack spells. gw2 rift even wow ur healers had some form of attack spells. yall need to adjust with the times and get of ff11 mechanics.
That's not FFXI mechanics that's universal FF Mechanics :) Whitemages don't get elemental spells. Unless that element is Light. I don't see why Whitemages can't have some forgive the WoW spell names "Smite" or "Holy Fire" kinda spells.
I miss my FFXI BLM lol and how i had the right thing for every fight but oh well.. in FFXI tho a monster was weak to something and almost if not completely immune to everything else whereas in FFXIV you can still heavy damage monsters with spells that aren't their main weakness
You should play more before saying those things :/
Aero was first introduced as a whm spell in FF3. Then it became blue magic and only on XI did it become blm.
Now, both water and earth (quake/stone) have been in fact black magic, but I do find it cool that they divided the elemental wheel for blm and whm. Fits the conjurer lore perfectly that they can manipulate the simple/naturey elements, and that blms can conjure more "artificial" elements.
the WHM in FF11 had also attack spells?
Banish, Holy... well forgot about it?.....
and its just a matter of balancing how less or how much damage they deal..
hm when i used fire against fire elementals they almost did no damage at all (around 98~140 dmg.. when i used wind it was about 240~320 dmg..
the right element was still important ... and i am sure, when you use thunder against ramuh for example you wont do that much damage against it. the right element would be stone, where black mage would have no access to.
The thing that separates FFXIV from FFXI is that there are actually 2 elemental wheels in FFXIV, not one:
Fire > Ice > Wind > ...
Lightning > Water > Earth > ...
Enemies are essentially weak against the element that dominate theirs, they're either resistant to or absorbing their own element, and they're resistant to the element their own dominates. All 3 elements from the opposite wheel will give normal damage.
That means that in all cases, both CNJ and THM have spells that will AT LEAST deal normal damage if not critical
However traditionally in FF games Black Mages (or their equivalent) tend to be given access to Fire, Ice and Lightning. There are a small few exceptions, the biggest one being XI.
I don't see any issue with the elemental spells being separated, as long as they're all present it's fine. Plus Stonera and Aerora give WHM a bit more utility, it's not just about damage. In Rivenroad Hard, having dispells not tied up with the busy BLMs was quite useful.
oh you are so pro... i want to see you nuking in situations where your group members lose 30%-40% hp each attack .... and you know there are often these situations...
its no secret that a blm nukes 100% more than a whm.. but well.. maybe it was just you. you have been in the top 3 of your party when it comes to damage dealing and running a parser in the background, eh?..
and im not talking about moogle whm burn groups..
im getting to old to read some kind of shit like that. people who want just to play themselve into the foreground "see im so pro"...
give me a screenshot of your whm leading the damage dealing list in your garuda group or instanced runs.. then you have my respect. but i doubt it hardly. firstly a good whm equips healer and not nuker equipment.. secondly to make any decent damage you should have switched on "sacred prism" (-20% heal , +20% off. damage). and i dont really know anyone who uses that in any instance ..
thirdly he casts earth from time to time to reduce magic evasion... and for the fourth... i said conjurer did not cast attack spells "very often". stfu with your "pro" post.. really.