White mage stepped out of the kitchen, and the black mage wants it's sammich. The unfortunate part of it is, white mage took half of it.
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White mage stepped out of the kitchen, and the black mage wants it's sammich. The unfortunate part of it is, white mage took half of it.
Quite a hypocritical post, and yet another derail.
If I said "Pineapples are too sweet", you would probably take offence to it if you like pineapple.
If you review the quotes above, you will notice that each is in response to a "snarky" comment directed at me, and my opinion. It is quite easy to make any comment I say seem worse then it is. 90% of the quotes you snipped barely even scratch the surface of being personally offensive or let alone warrant direct name calling.
Also for your information: correcting grammar and semantics is indeed an attempt at offending someone's intelligence.
Without further derailing, I am really looking forward to your opinion on my last post regarding the topic in the OP.
If you find spamming thunder nukes boring then i doubt you will be satisfied with having the other nukes either. As they are likely to just be used in the same way, thunder weak mob, spam thunder, stone weak mob spam stone. The mechanics don't change at all if anything you get more intrenched in the boring mechanics you say are boring. You can remedy this a little by adding spells that have utility uses (uses no good for spamming) effective on end game bosses. Preferably not on Black Mage's elemental nukes also.....
So for example what would help Black Mage switch things up in a fight would be spells like:
Bio~ Non elemental/Poison Elemental Nuke with Poison/Sap add effect.
Stun~ Stuns the enemy.
Blind~ Blinds the enemy.
Poison~ Poison's the enemy.
Curse~ Reduces the enemies attack stat.
Toad~ Turns the foe into a useless toad.
Break~ Petrifies the enemy.
All these could break the elemental nuke spam cycle, though i won't argue how broken they could be depending how they were implemented. I'd argue Black Mage should be more powerful, but take more hate because the way things are now Black Mage can sit in the background spamming nukes with little skill needed to evade aggro. Not helped by them having access to archer -emnity skills and freeze in its current form.
This is a point many of us, including myself have been trying to make...but she won't listen to that. Having more spells makes it 'magically' better.
All great ideas which probably would make the job more dynamic to play...but these skills (or at least dots/debuffs) have been slotted for Arcanist/Summoner to use.
I'd hate to point to current in-game mechanics and lore again as part of the reason Black Mage is limited to what it is...because I've been told several times 'screw all that, they can rewrite the whole game'...but once again, the lore and current game mechanics matter.
The only thing they maybe could do to change BLM from a 'park and bark' caster is to have spell potency changed based upon how close the mage is to the mob. It changes nothing about what spells they have, but does in fact require more skill, timing and strategy to play. It also ends one of the other DD's griefs that Black Mage tends to be overused due to it being able to avoid most damage. Personally, I don't know that this would be a good battle mechanic in the long-haul but it is the only thing I think you could viably do that wouldn't require screwing up so many other things in the game that work well.
But, Alaltus is absolutely right, having more DDspells by themselves, any DD spells (stone/aero/water/umbral) won't overall change the 'spam spell x' feel of the job. Something needs to change in HOW you cast and the mechanics behind the spells you do have, in order to add more drama.
The elemental strength/weakness thing is even a different topic behind that and all I can say is Black Mage doesn't need all these spells to be effective as long as SE makes sure to include them in battles even if they decide to allow for mobs resistant to their magic. We've already had examples of this type of battle with Garuda by the way. Black Mages couldn't harm 1 of the 2 sister spawns or the plumes. But were great for burning down Garuda. So instead of asking for spells from the CNJ tree you don't really need, maybe instead ask SE or for ideas to counteract any possible battles wherein Black Mage might be less-needed due to any time of Magic Resistance (there are potential Mobs that just don't take damage from magic period).
This is because there are only 2 disciplines of magic atm. Think about it...WHM can only use PGL and GLA abilities; however, CNJ can use all class abilities. When Yoshi and the gang add more mage classes, that feature a wider array of abilities and spells, that is when the classes will truly shine.Quote:
Currently CNJ>WHM loses practically nothing, but gains some very potent healing (ie main healer).
We are getting a arcanist in 2.0; so that will definitely help boost CNJ. If I am correct, arcanist not only uses carby, but debuffs mobs as well. I doubt carby will be a transferable spell, but the debuffs will probably transfer; and WHM will see none of them due to the job restrictions.
Because my post was totally directed at you *facepalm*.
There are people in this thread who want WHM to not be able to cast damage spells at all. That is who this post is directed at. Of course, another poster above pointed out how rude you've been in this thread and how you're not really getting the context of other people's posts.
Incorrect. All jobs get all the abilities of the class they're based on.Quote:
Summoner cannot even use Carby irc.
Hopefully, the restrictions will enable CNJ, and the other classes, to excel at...something. There is absolutely no excuse for classes being completely abandoned in favor of jobs for ALL content. Why should we even have classes if there is no use for them, other than leveling?Quote:
I'm interested to see how they handle the job/class restrictions.
In the past yes, but I'm pretty sure there was a dev post saying that summoner will not get Carby - which means they are introducing the mechanic that not all class spells go to the job owner.
I believe this was the point yes, to make it so classes have their own unique distinctions (and then perhaps allowing jobs to have more of one too..) But I cant remember "when" I heard that so I'd be finding a needle in a stack of needles to find the quote lol.
Edit: nevermind google magic and I found the needle - look below :P